Blender Secrets - Add Seamless Details without Booleans using Shrinkwrap and Snapping

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  • Опубликовано: 9 сен 2024
  • Adding details to a surface makes a hard surface object looks more interesting. But it’s often a lot of work to integrate objects that are added using boolean techniques with retopology. What if you could skip all that work and still have it look seamless?
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Комментарии • 139

  • @irfanhossainbhuiyanstudent3757
    @irfanhossainbhuiyanstudent3757 2 года назад +312

    Well you don't need to select every edge loop and set weight,you can just select the outer edge assign weight 1,then in weight paint mode (f3->smooth weight paint)

    • @BlenderSecrets
      @BlenderSecrets  2 года назад +107

      Oooh, thanks that's an awesome trick! I didn't know that 😍

    • @drumboarder1
      @drumboarder1 2 года назад +59

      @@BlenderSecrets you should buy his book

    • @Relivino
      @Relivino 2 года назад +9

      @@BlenderSecrets Now do a video update on that!

    • @UnchartedWorlds
      @UnchartedWorlds Год назад

      what does this mean? "then in weight paint mode (f3->smooth weight paint)"

    • @irfanhossainbhuiyanstudent3757
      @irfanhossainbhuiyanstudent3757 Год назад +2

      @@UnchartedWorlds press F3 type smooth weight paint

  • @fundorinlive
    @fundorinlive 2 года назад +77

    Also, data transfer modifier (normals) helps with reducing that visible edge between two meshes

    • @BlenderSecrets
      @BlenderSecrets  2 года назад +37

      I know, the next video will be about that

    • @issac7787
      @issac7787 Год назад

      I didn't consider that thanks stranger

    • @SaranjivacSRB
      @SaranjivacSRB 2 месяца назад

      @@BlenderSecrets For us watching this years later, it would be nice to have a link to that video instead of having to search it tho.

    • @BlenderSecrets
      @BlenderSecrets  2 месяца назад +1

      @@SaranjivacSRB it's the next video in the playlist

  • @pile333
    @pile333 2 года назад +61

    Yeah, Shrinkwrap is more useful than it is generally supposed to be. 😁

  • @jjj-sl2ok
    @jjj-sl2ok 2 года назад +20

    Thank you so much, i've been googling "how to merge mesh while keeping separate." So far this has been perfect

  • @corvette724
    @corvette724 2 года назад +1

    a revelation for my aircraft modelling. Fairings, nacelles... all the stuff never looking really good, it`s past, thx so much

  • @Vik-b_d
    @Vik-b_d Год назад +1

    Never would have thought that it could be done. But separately, all these tools have been used more than once. Some kind of tin. Thank you. Very powerful.

  • @BigbossShoshka
    @BigbossShoshka 2 года назад

    I fucking LOVE this channel. Every time a video pops up in my recommended and I check one out, I learn some groundbreaking trick that solves a headache I've had at one point. And that fact they're so professionally done, in super short vids, with concise and clear explanation. I have DROWNED hours watching videos cover aspects of blender and they take AGES to explain something that should be relatively simple.

  • @activemotionpictures
    @activemotionpictures 2 года назад +6

    This is pure genius! thanks for sharing!

  • @neverpure20
    @neverpure20 2 года назад +3

    Wow that's awesome
    Using modifiers correctly is really useful

  • @im_Dafox
    @im_Dafox 2 года назад +3

    ...Non destructive booleans. Amazing 🤘
    Thanks a lot !

  • @Shazumbi
    @Shazumbi 6 месяцев назад

    Holy moly, took me a few different searches, but finally found something that will allow me to make progress on a project. Much love, man. I really need to get a better grasp on vertex groups.

  • @gamheroes
    @gamheroes Год назад +1

    Very creative this way of weighting the snapping

  • @timkruger7365
    @timkruger7365 2 года назад

    Holy Moly, that is a key solution to a ton of stuff. Thank you random stranger :D

  • @MOUATEZTV
    @MOUATEZTV 2 года назад +3

    How did i never think of this ! Thank you very much this is really useful !

  • @RSpudieD
    @RSpudieD 2 года назад +3

    This is such a cool tip (plus the one from Irfan)! Awesome!
    (the other tip incase it get's deleted at some point: Well you don't need to select every edge loop and set weight,you can just select the outer edge assign weight 1,then in weight paint mode (f3->smooth weight paint))

  • @KenalLouis
    @KenalLouis 2 года назад +2

    This is going to prove incredibly helpful in complex shape models. Thank you!!

  • @johand3114
    @johand3114 2 года назад +1

    it's even better than boolean cuz it gives you the feel of it being welded down 👍 👍

  • @theluc1f3r93
    @theluc1f3r93 Год назад +1

    that thumbnail looks like shoulder armor of Cloud Strife from FF7 :D

  • @toerroris
    @toerroris Год назад

    Thank you, this is concise and to the point, unlike most video tutorials.

  • @CosmicComputer
    @CosmicComputer 2 года назад

    Whoa that’s a really genius technique

  • @HanSolocambo
    @HanSolocambo 11 месяцев назад +2

    When I select a loop, a single vertex, any part of the geometry, and assign a vertex groups weight, it also changes all the other vertices weight. I can't see to be able to assign different weights within the same geometry. Do you have any idea of what I may doing wrong please ?

  • @dimitrilalushi4693
    @dimitrilalushi4693 2 года назад

    The shortest explanation of this method in the Web. Thanks! : - )

  • @Maxoliver38
    @Maxoliver38 24 дня назад

    thank you, help a lot

  • @streamingvideo6654
    @streamingvideo6654 5 месяцев назад

    Awesome technique! Thanks!

  • @poweredbygeeko
    @poweredbygeeko 2 года назад

    That's a really nifty trick.. very nice!! 👍👍👍

  • @muffakhamjah2462
    @muffakhamjah2462 2 года назад

    Great tutorial in a short time

  • @matbrady123456
    @matbrady123456 2 года назад +1

    That just blew my mind. For that, good sir, you've just earned yourself a subscriber. Well done. :)

  • @microdraw1278
    @microdraw1278 2 года назад

    your RUclips Channel is so useful, you deserve more subscribers, views and Likes

  • @PowerBiWithVivek
    @PowerBiWithVivek 2 года назад

    Very cool trick ,i will use this in my workflow.

  • @boriskourt
    @boriskourt 2 года назад

    Another magic trick! Thanks :)

  • @PrinceWesterburg
    @PrinceWesterburg 2 года назад +1

    Elegant!

  • @Glowbox3D
    @Glowbox3D 2 года назад

    One of my faves!

  • @karleclaire
    @karleclaire 2 года назад

    This is very helpful, thanks!

  • @walter_the_danger
    @walter_the_danger 2 года назад +9

    you can refine this method by using data transfer - custom normals

  • @abiyyupanggalih854
    @abiyyupanggalih854 2 года назад

    thanks for the tips

  • @EdKidgell
    @EdKidgell 2 года назад

    Excellent!

  • @rocksinshoe9930
    @rocksinshoe9930 2 года назад +1

    You are amazing

  • @FarukAhmet
    @FarukAhmet 2 года назад

    Very nice!

  • @LouisCocquet
    @LouisCocquet 2 года назад

    Legend thanks a lot !!

  • @user-qk9vw8sm8d
    @user-qk9vw8sm8d 2 года назад

    Very good! Thx.

  • @mamadshonazaramonov3010
    @mamadshonazaramonov3010 2 года назад

    Lovely!

  • @hlahtunthein2830
    @hlahtunthein2830 2 года назад

    thank you so much

  • @exchangevisual6252
    @exchangevisual6252 2 года назад

    Solid!

  • @rickyruffle
    @rickyruffle 7 месяцев назад

    I had to delete the bottom face to get it to bevel correctly. Which extrude type did you use?

  • @VengeanceMkII
    @VengeanceMkII Год назад

    I bought the book because of this.

  • @GinoZump
    @GinoZump 14 дней назад

    what if in Blender 4.2 there is no "Project Individual Elements" in the snapping options?

  • @user-gu5jb6vc8n
    @user-gu5jb6vc8n 2 года назад

    wooooow you are the best thank u so much

  • @Marcelo-qu5qi
    @Marcelo-qu5qi 2 года назад

    Very good

  • @jeffreyspinner9720
    @jeffreyspinner9720 2 года назад

    Now I'm more in awe of how KitOps does it... his snap to surface looks cleaner. Love your stuff anyways 😋

  • @leptum6804
    @leptum6804 Год назад

    Max Puliero he released this kind of modeling 5 years ago, and it was not even indicated)

  • @alexissanchez2307
    @alexissanchez2307 3 месяца назад

    How do i know my weights are applied? I cant seem to tell

  • @sebbosebbo9794
    @sebbosebbo9794 Год назад +1

    how too..or is there a workflow to bring that to game engine or make it game engine ready or is it ready. .can this be baked....

    • @BlenderSecrets
      @BlenderSecrets  Год назад +2

      Normals can certainly be baked into the mesh! That should totally carry over... but do test it with one, before doing a lot of work. You would just have to apply the shrinkwrap modifier.

  • @jaysprenkle1026
    @jaysprenkle1026 2 года назад +1

    I sculpt for 3d printing. Booleans don't work so this got my attention. This doesn't merge geometry and remove the hidden polys below the added details. It still might work if the details added are manifold though. Thanks

    • @BlenderSecrets
      @BlenderSecrets  2 года назад +1

      No, I don't think this technique will help you for 3D printing. Booleans should be fine, but whenever I prepare something for printing I will ALWAYS retopo with an automated remeshing algorithm, and reproject the detail onto that to get a perfect watertight mesh. Like this: ruclips.net/video/KowEPRIfM-w/видео.html

    • @jaysprenkle1026
      @jaysprenkle1026 2 года назад

      @@BlenderSecrets boolean generates bad geometry. More trouble than it's worth

  • @naumoff6407
    @naumoff6407 2 года назад

    You are the bast 🤝

  • @LittleCaira
    @LittleCaira Год назад

    Thnx for the tut its great! :) .. One question tho - this is lets say non destructive approach. But when u need to texture objects afterwards you do connect the together via ctrl+J, than do some sort of clean up? Or what do you have to do in order to clean up for texturing?

  • @low-sound
    @low-sound 2 года назад

    No boolean cleanup?? Thats so much useful

  • @Tom-ef1mz
    @Tom-ef1mz 2 года назад +1

    Your video script is shorter than the thank you letter I was about to type.

  • @Jen-R
    @Jen-R 2 года назад

    Great!!!

  • @rickyruffle
    @rickyruffle 7 месяцев назад

    If you're wondering why your object is inside the target and not outside, it's probably just upside down. Just figured it out after an hour haha.

  • @enis_ak
    @enis_ak 2 года назад

    adamın dibisin

  • @user-eh2kt9bt5k
    @user-eh2kt9bt5k 2 года назад

    Holy crap this is some advance stuff

  • @nazirich
    @nazirich 2 года назад

    Wow!

  • @theforest8882
    @theforest8882 2 года назад

    Nice

  • @Dafic_1
    @Dafic_1 Год назад

    и где это видео было раньше
    Спасибо!!!!

  • @Latvian3Dman
    @Latvian3Dman 2 года назад

    Magic

  • @RaffoVFX
    @RaffoVFX 2 года назад

    Gold one

  • @MichaelProstka
    @MichaelProstka 2 года назад +2

    NICE! Quick and to the point. Who downvoted this?

    • @BlenderSecrets
      @BlenderSecrets  2 года назад +1

      Don't worry about it, for the algorithm it's all the same! 😁 Maybe they won't see my videos recommended anymore, I guess.

  • @llYuki0okami
    @llYuki0okami 8 месяцев назад

    In my case, I'm dealing with a very irregular shape (changing the character's body parts) and I'm getting bad results, I don't know how to glue it so that it fits perfectly (face snapping is too imprecise), and i made things you sad in data transfer video still effect is not smooth enough

  • @Rybz
    @Rybz 2 года назад

    On shrinkwrap, *Nearest Surface Point* doesn't make a perfect curvature in mine, so I tried the others, and *Tangent Normal Project* instead fixes it.

  • @maxstepaniuk4355
    @maxstepaniuk4355 2 года назад +2

    One moment is unclear.We asign four loops as vertex group. Then select outer loop and asign weight of 1, then we select second loop and asign 0.8. Does it really remembers the weight for each loop, cause when i select the loop that i asign weight 1, it still shows weight 0.4-the last one i asigned. PS: Seems like it works just fine. It's weird Blender doesn't show loop weight dynamically on selection. Feels this part of Blender lacks a lot.

    • @BlenderSecrets
      @BlenderSecrets  2 года назад

      That's odd. You can see it in Weight Paint mode, the color goes from weight 1 to weight 0.

    • @maxstepaniuk4355
      @maxstepaniuk4355 2 года назад

      @@BlenderSecrets Ahh....i see now. Though it would be more convenient to see weight value on selection or in vertex group window.

    • @BlenderSecrets
      @BlenderSecrets  2 года назад

      @@maxstepaniuk4355 Ah, now I understand what you mean. It only works the other way around, you can select everything based on a value. You’re right, that would be convenient. Maybe suggest it to the Blender devs?

    • @maxstepaniuk4355
      @maxstepaniuk4355 2 года назад

      @@BlenderSecrets Just did it on Right click select. Don't know any other places to suggest.

    • @joey848
      @joey848 2 года назад

      @@BlenderSecrets This was the issue I was having. I was looking for numerical feedback of assigned values.

  • @lordferdinand85
    @lordferdinand85 2 года назад

    Does this work to make holes?

  • @blazejpopowicz1362
    @blazejpopowicz1362 Год назад

    Hello, this is very good ( thumbs up) and I have recreated this effect - but when I went on to render the image ( using default rendering settings), objects are no longer seamless in the rendered image. Is there a setting that needs changing for the render?

  • @alperozgunyesil
    @alperozgunyesil 2 года назад

    ❤️

  • @seff6374
    @seff6374 Год назад

    Is there a way to do same trick, but inside of the mesh? If you want like holes

    • @BlenderSecrets
      @BlenderSecrets  Год назад +1

      Great question! I will try and see if I can make a video about it.

    • @BlenderSecrets
      @BlenderSecrets  Год назад +1

      Tried it but no, it's not possible - at least not with snapping enabled.

    • @seff6374
      @seff6374 Год назад

      @@BlenderSecrets thanks for trying. would be easy floaters i guess. there is so much work with floaters on curved area, especially if you trying to run some pipes in these holes. then you have to mix AO in photoshop... that's a bit annoying

  • @matslarsson5988
    @matslarsson5988 Год назад

    I guess using this method wouldn't work well with textures?

  • @addictedsociety9442
    @addictedsociety9442 2 года назад

    How to get one smooth uv when i use this?

  • @joey848
    @joey848 2 года назад

    Vertices in the same group don't seem to retain individual weights.

    • @BlenderSecrets
      @BlenderSecrets  2 года назад

      If they don't, something is wrong. Individual weights is the whole point of vertex groups and weight painting ;-)

    • @joey848
      @joey848 2 года назад

      @@BlenderSecrets Something's wrong then. Every time I change the weight of a single vertex in the group, they all change to that weight. I've selected them by loop as well as individually.

    • @joey848
      @joey848 2 года назад

      Nvm, I thought the Vertex Group panel would show the assigned weight of a vertex or loop when reselected. So apparently the 'heat map' in Texture Paint mode is the only way to 'know' the value of an assigned weight.

  • @US-vy8up
    @US-vy8up 2 года назад

    thank u thank u thank u very nice very handsome

  • @GerardMenvussa
    @GerardMenvussa 2 года назад

    Sorcery!

  • @lsscpp
    @lsscpp 2 года назад

    If you're not going to have closeups, there's a way to achieve something similar with a shader trick too

    • @BlenderSecrets
      @BlenderSecrets  2 года назад +11

      You're probably talking about Data Transfer of Normals, I'll show how to do that tomorrow.

    • @lsscpp
      @lsscpp 2 года назад +1

      Nope it's a shader trick that involves lightpath transparency and blackface. If I remember how to achieve it (or found the tutorial) I can share

    • @lsscpp
      @lsscpp 2 года назад

      Hey Jan, I finally found the video explaining the awesome trick! ... ruclips.net/video/hNrTOCTUCj4/видео.html

    • @carthkaras6449
      @carthkaras6449 2 года назад +1

      @@lsscpp merci

    • @meh2063
      @meh2063 2 года назад

      @@lsscpp have you remembered tho

  • @wrichards123
    @wrichards123 2 года назад

    shoot me now!!! nice

  • @parker2392
    @parker2392 2 года назад

    So in my Blender freshman new born baby brain, this is like stretching a balloon around a door knob? 😂 if that makes sense.

  • @iterenzi
    @iterenzi 2 года назад

    what the hell it was that simple all along??

  • @maksymrockatansky
    @maksymrockatansky 2 года назад

    This is straight away cheating! :D Thanks!

  • @Broadsmile1987
    @Broadsmile1987 2 года назад

    Now find a way to align UV map too

    • @BlenderSecrets
      @BlenderSecrets  2 года назад

      You mean like blend the texture between the different objects where they meet?

    • @Broadsmile1987
      @Broadsmile1987 2 года назад

      ​@@BlenderSecrets That would actually be better than what I meant, which is a UV that would be generated as if you just extruded that part from the base mesh (which means heavy stretching without UV seams) 🤔I think it could be done with Python relatively easily: iterating over all vertices with weight 1 check on which faces of main mesh they land, convert that to UV coordinates and set that as UV coordinates of loops with those vertices. Now just pin those points and UV unwrap. Perhaps the blending solution would simply use 2 UV maps: this new one, the original one, and a material that blends color between them?

  • @doraafelfedezoofisol
    @doraafelfedezoofisol 2 года назад

    Is there any catch? No way it's that easy lmao

  • @fabbrobbaf
    @fabbrobbaf 2 года назад

    This video has one of the highest like/dislike ratio I've ever seen and it's well deserved.

  • @pablog.511
    @pablog.511 5 месяцев назад

    And if you want to animate this the problem is solved with parents???

  • @HMAnetwork
    @HMAnetwork Год назад

    Is there a way to separate the detail object from the main object and keep the new mesh as part of it?

  • @ibrahimhamdi117
    @ibrahimhamdi117 2 года назад

    It's very useful, thank you!

  • @cosmicninja8901
    @cosmicninja8901 2 года назад

    Lovely!