16:20 If you did end up applying the rotation but you still want to pull it along its own axis you can change the Transform Orientation to Normal and it'll use the local axis. I feel little thankful for the linear algebra that I've just learned lol.
That's extremely helpful in any case where you want to model, extrude, pull, whatever in an awkward direction even when you haven't applied the rotation.
An alternative is to create an empty object at the mirror point, pick it as the mirror object and parent the objects to it. This way you don't have to apply rotation and risk losing the local rotation in the first place!
For anyone stuck on how to mirror the side parts of the glasses all you need to do is select the individual objects, add a mirror modifier, and use the eye dropper in the Mirror Object within the modifier to select the main frame object. It might not be the most efficient approach, but it did the trick.
13:10 Don't set the scale. Simply use an "Empty" as your Mirror-object. Just instead of moving the object origin put the empty in the spot where your object should be mirrored and select the empty in the mirror modifier. That way you wont have to set any object data.
I'm glad I found your videos. I've watched a lot of blender tutorial stuff and yours hits it JUST right for me. Have learned so much in a short time. You deserve way more recognition!
Upcoming Nodes and Materials school? Ooh yeah, already really looking forward to it!! Still need to practice modelling quite a bit but whenever I do something I always get stuck on how to create proper materials from scratch. Great video as always man, keep it up!
This is funny, my first finished model I've made in blender and posted online after I've switched to it from many fruitless years in 3ds max was Steampunk goggles.
I've only watched the first 30s of the video so far, since I took you up on the challenge to have a go myself, and I'm pleased to say that I managed something with the proper shape. Some parts gave me a bit of trouble (mostly the slant on the piece touching the skin, which I improvised by using boleans with respect to a slanted circle), so I'll want to watch the video for more efficient tips and tricks. However, regardless of anything else, the design of the googles alone makes this one of the highlights of the series: my first reaction was that there was no way I'd be able to just do this, but after some thought I realized that at least 80% of what's needed falls easily into the techniques in the previous parts... And to think that I started this series yesterday modelling a blocky table.
I manage to follow along this. Quite a little hard but i didnt stop and quit. I try making as much as i could and boom! I did it! Its not quite the same but still good way to build up skill slowly.
These short series are very helpful for people having limited time to explore the web. Bite size tutorial every once in a week gives us time to learn and practice the techniques. I've been learning blender since 2.8 came out and your tuts have helped me immensely. I was about to request for a material and lighting tutorial series in the same vein as the current series. I'm happy to learn you are going to do it. Eagerly waiting for them. Thankyou
I really enjoyed this been working through these since starting a couple of days ago. When I made my own attempt at the start I did it a completely different way, using knowledge from the low poly well tutorial. I modelled completely flat goggles and then used a high res lattice to give the curved shape and ended up with something I am really proud of! Now I am going to do it with the methods from the video and improve my skillset.
Another great tutorial. For the grid fill: on closed edge loops it always works if you have an even number of edges, and often best if you can divide them by 4. If you have 14 edges e.g, you might have to change the options in the lower left (adjust last operation).
I learnt so much, I thought I knew it all, but wow scale in X 0, that alone is worth it. Thank you, Grant, shame you did not finish with the paint job.
Oh no! I have failed you sensei! I did it all as one object. I was actually very proud of it. But in hind sight separate objects would have been more sensible. Also those 'even and flip' trick and grid fill were huuuuuuuge learnings for me.
Really enjoyed this challenge. Been using all these skills I'm learning at work (doing more 3D modelling than VR Development, atmo). All these skills are proving to be invaluable! Thank you so much, Grant.
it is amazing. I did this model using lattice modifier for the distortions in the first try. But now I really like the way you did it hahahahahah and I also realized that I haven't bent each google outwards. But it was really easy fix since I have set up correctly the mirror modifiers! Thank you very much for this lesson :)
13:40 You can, after applying rotation, create new Transform Orientations based on the normals from faces, edges or vertices. That way you cant still edit and move things aligned with the geometry of that 'tilted' object. Nice video btw, as always.
@@grabbitt Actually, that would be a nice and simple video that you could do, I discovered that option by myself and see a lot of people struggling with oblique orientations.
7:25 Separating Parts of a Mesh Why did you have to split the vertices up at the top, but not the bottom? How do we determine when to separate by loose parts vs separate by selection?
I think he was just showing two ways you could do it so you can figure out your own preference. Maybe with complex enough geometry it'll be easier for you to just select a seam and rip it using v, or the rip region tool then either separating by loose parts, or selecting something and pressing L then separate by selection.
After years of trying to play around with blender every now and then and getting nowhere, with this series, I am finally getting a hold of it. You're a brilliant teacher! After I finish this series, I will be picking up one or two of your paid courses, can u suggest a few that would be a good follow up to this series? THANK YOU SO MUCH! I can tell you're not just a great teacher but an amazing human being! Much love!
Thanks. You can get a bundle of all my courses that's certainly the cheapest way. I would go through the low poly ones first. Then the environment then the sculpting.
I watched it , then watched it again to follow along in Blender then watched some parts again so they stick to my brain lol , I’d like a similar series that explains all the modifiers please thank you so much 😊
At 3:50 into your video, you extrude the selected edges. When I extrude the extrusion moves along an angle. The yellow line with the + inside indicates this angle. Do you have an idea about what I may be doing incorrectly? UPDATE - I used the extrude icon on the left panel to the "E" key. This worked nicely, so far. Again this is another great tutorial! Thanks
Question: is it important which view is used to create the original cylinder? I'm having issues with transforms but my understanding about Blender my be causing me to make mistakes when creating the model in this video. In this video, you create the cylinder in a perspective view. When you create it, It is oriented on the grid with the Z-axis of the object aligned correctly, perpendicular to the grid. When I create the cylinder it's 83 degrees oI X, 0 on Y and 144 on Z. So my question is do I need to apply Rotation, in object mode at his point in the process? Shall I enter edit mode and apply the rotation under the object properties before proceeding? If I create the object in the top view then it is oriented correctly, so this is the way I'm initiating the model creation. I'm able to follow the tutorial and finish the build, the point where a problem with the mesh occurs for me is when I separate the top and bottom parts of the shape (8:35 in the video). The new object appears to have developed a gap between the main part of the goggle and the new obj, the top, and the bottom rim. (7:55 in the video). Sorry for this wordy message. I'm committed to learning Blender. R.
This tutorial is perfect for anyone learning Blender. It addressed many of the important issues that help to learn the workflow. I redid the exercise three times and learned new aspects of Blender.
This one was hard for me but I was able to complete it. Doesn't look as good but I'm happy with the final outcome. Still learning key information in this video which will help me to improve. Thanks
Maybe you can give top+front+side view of the model at the start? Turntable is great, but when I modelled it (before I looked at how you did it) I haven't caught that the back end is curved, I just rotated the big circle.. but it ended up fine in the end, just a bit flat (:
All of the previous parts might have been necessary to get us here, but these goggles are by far the most fun thing I've made for the series so far. The knife was cool too.
9:55 while adding a loop, the adjacent loops are also getting affected. what could be the problem? (after adding mean crease, the edges have turned pink, is that normal?)
@6:22 You scale up from the bevel you made, it deforms the faces adjacent to the face loop you have selected. When I did the scaling (S) with the same faces selected, it only scaled the selected faces outward, not the ones above and below. I ensured I didn't hit extrude. Why is this?
I have to admit, i was a little disappointed you didn't do the materials part. I was coming in hoping to start incorporating material flow into the hard surface works (ie: best time to apply htem, splitting resources off, etc..) but oh well.
I'm having trouble getting the Steam punk glasses when I duplicate the mid area to not selection to only duplicate the one part. *I accidently forgot to turn off the subdivision modifier.*
I think I did well with this one. It was pretty much just the right challenge. I learned a lot too. Only thing that left me mystified was the glass. I couldn't get it look just right.
i separated the mesh first, and then modeled the orange bits. Also I thought that the little rim towards the front of the goggles was the inset for holding the lens, so i put them there.
Grant, you mention that parts of a mesh with different materials should be separated. Of course you know that Blender is quite happy having multiple materials as part of one object, with them 'Assigned' to different sub meshes - this is accomplished via Slots. External programs - such as Substance Painter, are fine with this too as they then will just utilize an ID map to distinguish the materials. Given that, what is the difficulty you see with a multiple material/object approach?
If the object was produced in real life, those would be separate parts which are assembled at the end. And that is how you in general should model something to get a realistic result. Where something is split in different parts in RL, you model separate parts.
Alt+LMB doesn't do anything for me. Is it because I don't have a middle mouse button and I have to use Alt+LMB for rotating the view? I tried it in every mode (vertex, edge, face select) It's a pain to select face loops... ps: I did not change any key-binding, and I use the latest version.
@@grabbitt I think so :D but anyway I just scaled them a bit inwards more so now it's fine (a little bit of cheating) - will post it later on Instagram. Thank you for this inspiration and guide was fun!
I can’t figure out how to mirror the completed goggle to the opposite side. How can I mirror the group that comprises the goggle on the left to the right side?
Okay, I may have spoke too soon. What I did was set each objects’ origin to the 3-D cursor (center of the goggles). I also had to set the rotation of all the objects. Then I had to individually apply a mirror modifier to each object. Is there a faster way to do this?
I was experimenting with mean crease and... is it possible that using support edge loops is giving a better result at lower subdivision than using mean crease ??
You asked what we did differently. For things like the end of a cylinder I like to just inset that flat face a few times (or press f then inset if I deleted the face earlier) and separate it then curve it. Just seems faster when I did it that way. But for all other things that arent connected perfectly like that the extrude and scale is what I used.
That "E" and "F" trick is golden (5:47)! 🌟 I usually just scale it but then I need to fix the distortion. Thanks for the tip! 👍🏻
Absolutely. Lifesaver
16:20 If you did end up applying the rotation but you still want to pull it along its own axis you can change the Transform Orientation to Normal and it'll use the local axis.
I feel little thankful for the linear algebra that I've just learned lol.
That's extremely helpful in any case where you want to model, extrude, pull, whatever in an awkward direction even when you haven't applied the rotation.
An alternative is to create an empty object at the mirror point, pick it as the mirror object and parent the objects to it. This way you don't have to apply rotation and risk losing the local rotation in the first place!
Impossible to watch a lesson from Grand Abbitt and not learn something new! You are awesome! Thanks for all!
For anyone stuck on how to mirror the side parts of the glasses all you need to do is select the individual objects, add a mirror modifier, and use the eye dropper in the Mirror Object within the modifier to select the main frame object. It might not be the most efficient approach, but it did the trick.
This is probably one of my favourite lessons of yours, learned a few new tricks, but I was surprised by how much I was able to remember and use.
13:10 Don't set the scale. Simply use an "Empty" as your Mirror-object. Just instead of moving the object origin put the empty in the spot where your object should be mirrored and select the empty in the mirror modifier. That way you wont have to set any object data.
6:55 you can use shift+E sharp edges
I always forget that 😃
keep this Hardsurface modeling going Grant you know your the best
I'm glad I found your videos. I've watched a lot of blender tutorial stuff and yours hits it JUST right for me. Have learned so much in a short time. You deserve way more recognition!
Thanks
This one must be one of my all time favorites, I always struggle with hard surface modeling but with you everything is always so freaking easy
thanks :)
Upcoming Nodes and Materials school? Ooh yeah, already really looking forward to it!! Still need to practice modelling quite a bit but whenever I do something I always get stuck on how to create proper materials from scratch. Great video as always man, keep it up!
Thanks
This is funny, my first finished model I've made in blender and posted online after I've switched to it from many fruitless years in 3ds max was Steampunk goggles.
I've only watched the first 30s of the video so far, since I took you up on the challenge to have a go myself, and I'm pleased to say that I managed something with the proper shape.
Some parts gave me a bit of trouble (mostly the slant on the piece touching the skin, which I improvised by using boleans with respect to a slanted circle), so I'll want to watch the video for more efficient tips and tricks.
However, regardless of anything else, the design of the googles alone makes this one of the highlights of the series: my first reaction was that there was no way I'd be able to just do this, but after some thought I realized that at least 80% of what's needed falls easily into the techniques in the previous parts... And to think that I started this series yesterday modelling a blocky table.
I loved this tutorial. I hope in the future there's also a tutorial on how to color and texture these. Amazing teaching skills, btw!
Do you have a video where you discuss the materials involved in the final model? The lenses look great, would love to know how you made them
Agreed! It looks really cool
Stunning steam punk model Grant. As always your tutorials are so easy to follow and very informative. Many thanks. Brian
thanks :)
I manage to follow along this. Quite a little hard but i didnt stop and quit. I try making as much as i could and boom! I did it! Its not quite the same but still good way to build up skill slowly.
These short series are very helpful for people having limited time to explore the web. Bite size tutorial every once in a week gives us time to learn and practice the techniques.
I've been learning blender since 2.8 came out and your tuts have helped me immensely.
I was about to request for a material and lighting tutorial series in the same vein as the current series. I'm happy to learn you are going to do it. Eagerly waiting for them. Thankyou
10:44 Making the middle (nose part) of the glasses.
12:18 Bending the Goggles.
14:40 Making the Lens Mesh
Looking forward to node school, nodes are by far what I struggle with the most.
Same.
I really enjoyed this been working through these since starting a couple of days ago. When I made my own attempt at the start I did it a completely different way, using knowledge from the low poly well tutorial. I modelled completely flat goggles and then used a high res lattice to give the curved shape and ended up with something I am really proud of! Now I am going to do it with the methods from the video and improve my skillset.
Always come back to these mate, quality.
Another great tutorial.
For the grid fill: on closed edge loops it always works if you have an even number of edges, and often best if you can divide them by 4. If you have 14 edges e.g, you might have to change the options in the lower left (adjust last operation).
Good teacher! Clear and friendly. Thanks for doing this.
Thanks :)
A treasure of learning and out class concept driven video....
I learnt so much, I thought I knew it all, but wow scale in X 0, that alone is worth it. Thank you, Grant, shame you did not finish with the paint job.
Oh no! I have failed you sensei! I did it all as one object. I was actually very proud of it. But in hind sight separate objects would have been more sensible. Also those 'even and flip' trick and grid fill were huuuuuuuge learnings for me.
Really enjoyed this challenge. Been using all these skills I'm learning at work (doing more 3D modelling than VR Development, atmo). All these skills are proving to be invaluable! Thank you so much, Grant.
it is amazing. I did this model using lattice modifier for the distortions in the first try. But now I really like the way you did it hahahahahah and I also realized that I haven't bent each google outwards. But it was really easy fix since I have set up correctly the mirror modifiers! Thank you very much for this lesson :)
I really loved this kind of video so far ! Full of simple trick that is game changer to save time while modelign !
5:48 great tip...didn't know that one
Smart approach to modelling, thank you very much!
I always learn something new with these videos even if I consider myself semi - intermediate at blender now!
13:40 You can, after applying rotation, create new Transform Orientations based on the normals from faces, edges or vertices. That way you cant still edit and move things aligned with the geometry of that 'tilted' object. Nice video btw, as always.
Is this using the button/option next to the proportional edit button?
yes that a good point
@@AshFrankArt Select a face/edge/vertex and go to where its says "Global" with a Axis icon on the top bar, you can create new orientations there.
@@grabbitt Actually, that would be a nice and simple video that you could do, I discovered that option by myself and see a lot of people struggling with oblique orientations.
@@FabioRaitz Ah thought so. Glad to finally learn what that button does!
7:25 Separating Parts of a Mesh
Why did you have to split the vertices up at the top, but not the bottom?
How do we determine when to separate by loose parts vs separate by selection?
It was so long ago I don't remember
I think he was just showing two ways you could do it so you can figure out your own preference. Maybe with complex enough geometry it'll be easier for you to just select a seam and rip it using v, or the rip region tool then either separating by loose parts, or selecting something and pressing L then separate by selection.
Thanks for the lessons from Russia!
E then F whaaaat. This Get Good series is just amazing. Thank you!!
Duplicate link was really helpful - it was fun to edit one toggle and see result from the other side
i learned alot from this channel, thank you Grant
Tip for the slanting backside at the start - just make it all a cylinder and then morph it using a lattice. Seemed easier and with good results.
you've saved a thousand lives, bro!
Another AMAZING Tutorial!
After years of trying to play around with blender every now and then and getting nowhere, with this series, I am finally getting a hold of it. You're a brilliant teacher! After I finish this series, I will be picking up one or two of your paid courses, can u suggest a few that would be a good follow up to this series? THANK YOU SO MUCH! I can tell you're not just a great teacher but an amazing human being! Much love!
Thanks. You can get a bundle of all my courses that's certainly the cheapest way. I would go through the low poly ones first. Then the environment then the sculpting.
Grantius Mega Bundle Course Discount Coupon: www.gamedev.tv/p/the-grand-grant-abbitt-bundle?coupon_code=GRANT&affcode=45216_9b6dqwx2
@@grabbitt Thanks!
I watched it , then watched it again to follow along in Blender then watched some parts again so they stick to my brain lol , I’d like a similar series that explains all the modifiers please
thank you so much 😊
It is also possible to select the vertices, hide them and then they don't get effected by the proportional editing.
Good point
Thanks Grant! These are really helpful! I realized that I overcomplicate things and simpler is better! Hope you're doing good :)
Fantastic tutorial, thank you! 🙏
At 3:50 into your video, you extrude the selected edges. When I extrude the extrusion moves along an angle. The yellow line with the + inside indicates this angle. Do you have an idea about what I may be doing incorrectly?
UPDATE - I used the extrude icon on the left panel to the "E" key. This worked nicely, so far.
Again this is another great tutorial!
Thanks
Question: is it important which view is used to create the original cylinder?
I'm having issues with transforms but my understanding about Blender my be causing me to make mistakes when creating the model in this video.
In this video, you create the cylinder in a perspective view. When you create it, It is oriented on the grid with the Z-axis of the object aligned correctly, perpendicular to the grid. When I create the cylinder it's 83 degrees oI X, 0 on Y and 144 on Z.
So my question is do I need to apply Rotation, in object mode at his point in the process?
Shall I enter edit mode and apply the rotation under the object properties before proceeding?
If I create the object in the top view then it is oriented correctly, so this is the way I'm initiating the model creation.
I'm able to follow the tutorial and finish the build, the point where a problem with the mesh occurs for me is when I
separate the top and bottom parts of the shape (8:35 in the video). The new object appears to have developed a gap between the main part of the goggle and the new obj, the top, and the bottom rim. (7:55 in the video).
Sorry for this wordy message. I'm committed to learning Blender.
R.
This tutorial is perfect for anyone learning Blender. It addressed many of the important issues that help to learn the workflow. I redid the exercise three times and learned new aspects of Blender.
This one was hard for me but I was able to complete it. Doesn't look as good but I'm happy with the final outcome. Still learning key information in this video which will help me to improve. Thanks
Maybe you can give top+front+side view of the model at the start? Turntable is great, but when I modelled it (before I looked at how you did it) I haven't caught that the back end is curved, I just rotated the big circle.. but it ended up fine in the end, just a bit flat (:
All of the previous parts might have been necessary to get us here, but these goggles are by far the most fun thing I've made for the series so far. The knife was cool too.
dude, you have some smooth voice. Aweome tutorial
Pl also await one on texturing the objects ! Thanks again
9:55 while adding a loop, the adjacent loops are also getting affected. what could be the problem? (after adding mean crease, the edges have turned pink, is that normal?)
@6:22 You scale up from the bevel you made, it deforms the faces adjacent to the face loop you have selected. When I did the scaling (S) with the same faces selected, it only scaled the selected faces outward, not the ones above and below. I ensured I didn't hit extrude. Why is this?
I'm not sure
This series is great!!
I have to admit, i was a little disappointed you didn't do the materials part. I was coming in hoping to start incorporating material flow into the hard surface works (ie: best time to apply htem, splitting resources off, etc..) but oh well.
interesting point
show how you went around texturing it would be nice....
eventually :)
Loved it mate, a great practical modeling episode ❤
Thanks :)
14:20
I did this backwards. I extruded the lens then separated it.
Much harder haha
I'm having trouble getting the Steam punk glasses when I duplicate the mid area to not selection to only duplicate the one part. *I accidently forgot to turn off the subdivision modifier.*
Thank you so much! I used this tutorial to help build a model for the game Team Fortress 2.
I think I did well with this one. It was pretty much just the right challenge. I learned a lot too. Only thing that left me mystified was the glass. I couldn't get it look just right.
Great video thank you so much ❤
Awesome! Thank you
Oo, bug eyes. I like these
How would one attach these goggles to ones face? Very cool excersise anyway, cheers!
Hi Grant I like your new profile picture much better than the one before!
thanks :)
Really enjoying these little challenges.. shame you never did the shader materials for this, as they would have finished the project off nicely...
whenever i try to select the duplicated peice at 10:43 it just grabs the goggles please help
try "ALT-Leftclick" in object menu and you will be able to select from a menu.
I know im 4 months too late but maybe you still don't know :D
i separated the mesh first, and then modeled the orange bits. Also I thought that the little rim towards the front of the goggles was the inset for holding the lens, so i put them there.
Grant, you mention that parts of a mesh with different materials should be separated. Of course you know that Blender is quite happy having multiple materials as part of one object, with them 'Assigned' to different sub meshes - this is accomplished via Slots. External programs - such as Substance Painter, are fine with this too as they then will just utilize an ID map to distinguish the materials. Given that, what is the difficulty you see with a multiple material/object approach?
i prefer to model them as separate objects it doesn't matter too much about materials depending on your intended output
If the object was produced in real life, those would be separate parts which are assembled at the end. And that is how you in general should model something to get a realistic result. Where something is split in different parts in RL, you model separate parts.
maybe you can say about the textures too. overall it was very good thanks :)
Alt+LMB doesn't do anything for me. Is it because I don't have a middle mouse button and I have to use Alt+LMB for rotating the view? I tried it in every mode (vertex, edge, face select) It's a pain to select face loops... ps: I did not change any key-binding, and I use the latest version.
i think now you can double left click
thanks! this was very easy to do
thankx
ahhhh that's very cool - thank you for this cool gadget!!!!! YEAHHHH
Thanks :)
@@grabbitt Hmmm - funny - my subdivison surface modifiers does not fit together as yours when separate the objects 8:39
@@aarensan have they all got the same level of detail
@@grabbitt I think so :D but anyway I just scaled them a bit inwards more so now it's fine (a little bit of cheating) - will post it later on Instagram. Thank you for this inspiration and guide was fun!
I can’t figure out how to mirror the completed goggle to the opposite side. How can I mirror the group that comprises the goggle on the left to the right side?
Okay, I may have spoke too soon. What I did was set each objects’ origin to the 3-D cursor (center of the goggles). I also had to set the rotation of all the objects. Then I had to individually apply a mirror modifier to each object. Is there a faster way to do this?
that's probably the best way
Perfect
best video
Node School for the win !
When I separate the first model into parts, I'm getting a gap between them? Is there a way to fix that?
Very cool!
Nice this tutorial help me create Dr. Robotnik's goggles
is there a video where you discuss the texturing of this?
no but i kind of go through the techniques in my node school series
@@grabbitt I will check that out
Thanks a lot
Your videos are keeping me alive during the pandemic :)
Awesome
8:38 My objects didn't fit into one another, there was a gap between them, now I'm sad.
Nevermind i got it. :D
is it a problem if I have modeled the face part all in a single one object? I think it took more time, but I think that I had a great result
What ever works
Amazing content, thx
I was experimenting with mean crease and... is it possible that using support edge loops is giving a better result at lower subdivision than using mean crease ??
Possibly
Brilliant tutorial as always! Glad to have subscribed to your channel! Keep up the great work mate! :-)
thanks :)
Are the materials procedural or did you use some textures with unwrapping and so on ?
just procedural. they are very rough and basic :)
bedankt!
why when i bridge the edge loops the piece get separated from the middle part?
Check face direction and doubles
Guys, how did you rotate mirrored lense, I got it mirrored but I need it to be in the curved socket.
i cant remember now its been a while
How do you copy it to the other side perfectly?
mirror
Grant Abbitt. It seems to mirror it right on top of eachother.
Flaco y como hago el otro lente ahora? me lo dejaste picando ;(
I'm sure you'll get there :)
@@grabbitt I did it!
You asked what we did differently. For things like the end of a cylinder I like to just inset that flat face a few times (or press f then inset if I deleted the face earlier) and separate it then curve it. Just seems faster when I did it that way. But for all other things that arent connected perfectly like that the extrude and scale is what I used.
I have been wanting to know how to separete things for such a long time
Is there any good tutorial for texturing ??!!
chekc out node school in the playlsit section
@@grabbitt is it nodes for noobs in your playlist ??!!