Dang dude, your channel is an actual treasure trove of valuable information. Picked up the boxcutter/hardops package a few weeks ago and I'm currently doing a deep dive throughout your modeling videos. Thank you for sharing your thought process and your expertise!
I have been looking at epic lego robot creations on pinterest and realized I want to start designing my characters in a more modular modeling way where I create separate parts like metal plates or wires or different robot components and putting them together and get used to making those shapes with hardops and this is helping me immerse myself in the addon a whole lot more!!
I've just bought Hardops and Boxcutter. Knowing that there have been several updates to the addons since this video was published, are there major differences between the menus and functionalities of the addons back then and now. Is this video still relevant for a beginner like me?
"If you look at my oldest videos, I kinda had an infatuation with the box...I love the box." 10:59-11:20 ME TOO! Idt men outgrow that. Is it just me, or Hardops doesn't work with 2.83 (e-cycles version, idk about the beta)? I press Q and I get the Hardops menu, with no list...I almost cried, then reverted to 2.82a or b, idr, and voila, it works again!!! Then I was all over, in and through my box, and I thought, wait a second, how will Hardops work on my machinima model...she gave me a worried look! A metabox...mind blown.
Just bought the tools HardOps and ProCutter from Gumroad after a month of learning Blender coming from 3DS Max (5+ years) and I'm literally laughing at how easy and powerful these addons are and at the correct price (affordable, not over the top, 20 USD each).
11:43 uses S-Sharpen...... 2 seconds later.....'You'll notice I'm not dealing with C-sharp and S-Sharp.....' :D :D Loving these more in-depth videos, of late, with non-confusing narrative.
With this video being the most non destructive approach to HOPS. ruclips.net/video/szrnUx_2_uk/видео.html This video serves as a good example of using HOPS with destructive workflows in mind. ruclips.net/video/Sl_gQceaEJE/видео.html In my opinion non-d works good for simplistic things but the more advanced you get the more it works against you so usually if the model is more advanced I'll break more eggs by going destructive with it. But nowadays my workflows use non-d for starting with an apply process and then working non-d again for a level. Ssharp does only 3 things. - set shading - marks sharps via the marking specified in the ctrl + ~ panel - enables autosmooth Because ssharpen is basically a customized set smooth it works well in non destructive situations. hardops-manual.readthedocs.io/en/latest/ssharpen/ When I use ssharp in my head its replacing smooth shading +. The more I use it the more small uses I find for it. But if you have a sphere and you ssharp it will only smooth the shading. vs a cube where ssharp will mark the angles that catch it. Since Csharp is inherently ssharp but after applying select modifiers and adding a bevel mod on top so this makes it very destructive. Theres is no non destructive csharpen. However that said I am able to keep my mods live and just add a bevel which does the job of csharpen without applying mods. Hopefully that should provide some insight in the meantime but thats a good idea for future content. I'll try to find an opportunity to explain that better in the future.
i am still looking for blender 2.8 tutorials that does not rely on keyboard shortcuts too much i am not a big fan of learning from keyboard shortcuts with all the new icons on the latest release. Still a great tutorial though well done.
I tried to copy your workflow with something like booltool a.s.o. It´s impossible. It´s time for me to buy boxcutter, hardops and decalMachine. Awesome work and many many "Thank you very much"!!!
It’s an „Mission Impossible“... I got something look like this in 1 day (10 hours). With hardops or boxcutter you got it between 1 and 2 hours. After a little practice in maybe 30 minutes. It speed up your workflow about 10x minimum... Really great stuff.
I have a stupid question maybe, but is this kind of modelling usable for games? It seems like you would have to do some severe cleanups after all the booleans? Its seems like more of a prototyping workflow. Any thoughts on that ?
I'm stuck at 7:35. When I add the difference modifier I see quite a bit of artifacting, but no cut is made into the mesh. If I move the cutter away from the corner of the mesh, the cut is made perfectly.
@@masterxeon1001 hm, it looks like the cutter doesn't work along any corner of the mesh, no matter how its positioned, but as long as its not on a corner everything works fine...
Id consider this model a concept high model. Due to being non-d a low could easily be made or the high could be adjusted to be bake-able depending on goal. This video goes over the breakdown process in depth. ruclips.net/video/GN_rlO5ruHg/видео.html This video also goes over unwrapping one of these assets in the context of game export. ruclips.net/video/WKby8w8spdU1/видео.html
hi i do 3d modeling for 3d printing which means everything must be polygon to be printable. might i ask if the hardops deco be abtle to apply or turn into real polygons or are they just bump/normal maps?
At 1:15 into the video Masterxeon brings up an "Apply" contextual menu. I cannot see how he does that. I know I can hit alt+s to apply scale but I want to know how to bring up this contextual APPLY menu. Does anyone know how to do this?
Boxcutter and hardops are amazing. I need your wisdom to become a better 3D artist. So I play your video while I sleep so I model while I sleep.....damn blender crashed again
sometimes i think of blender in my head when i am away. Rolling ideas in my head until it gets foggy then I need the real thing to see how the story ends.
Where do I submit bugs? I’m using industry standard shortcuts which uses alt+lmb and alt+rmb to navigate the viewport and cameras... but box cutter uses alt+lmb to confirm an operation which conflicts with orbit. I am unable to rotate the view to get a better vantage point on the model without exiting or completing the operation. Completely makes the addon useless.
Epic stuff. Those decals are like normal maps or does it change geometry? noob question, but it looks so real. He does that so easily... designing it on the go, thats amazing
I see at 22:20 when you trying to select boolean cage and having trouble to pick right I think will be great if you can somehow make tool like isolate select but with all related cages for selected object. Like in this case imagine you just select that cube you modified and go in isolation mode and when press unhide you show all boolean cages for related object. That way will be much easier to pick right one.
Or maybe no need to go in isolation mode just somehow implement option when select object you modify to unhide only related boolean cages for that object. Maybe that’s already but I don’t know about?
@@masterxeon1001 On fresh install the default sharp option looks to be Apply bweight and APply sharp, but crease and seam are off. But, wouldn't I want to apply sharp and apply Crease? I thought Seam was just for identifying the UV seam for unwrapping, but it appears I was wrong there? crease causes the edge to hold to the polygon in one direction (what I usually do with Ctrl+E) while seam keeps it closer to the smooth shape, but the normals still form a corner? I guess I need to find more beginner tutorials first. It's difficult to find Just the right level. You don't want to waste 40 hours looking at beginner and only learn 10 minutes of new stuff. But ones like this are difficult to watch because sometimes the settings don't match what I'm finding and you run through the hotkey so blazing fast that I can't even figure out what it was by pausing/rewinding over and over.
9:28 when i try to bevel a part of object, all object is beveling. How can i fix that problem.Basically when i slash the object as 2 object, it doesn't work, it still seems like one object :(.I think if i can seperate the object, i can deal with pieces.I don't know how to do.I just want to do what you do on 9:28.
Great work - as usual - question: I purchased BoxCutter and HOps and I'm planning on getting DECALmachine at the end of the month - I know there is a partial list of hotkeys on the various document sites, but the list doesn't seem to cover everything. Is there a master list of sorts that can be shared or found somewhere that covers every hotkey associated with these _freaking_ amazing addons? Thanks, in advance.
well both addons ask have keymap tabs too. Which are the most up to date lists of hotkeys under the user prefs for that tool. HOPS hardops-manual.readthedocs.io/en/latest/hotkeys/ BC / also lists hotkeys in workspace area. masterxeon1001.com/2019/02/15/boxcutter-711-release-notes/
Thanks . . . I'm a boob. One more question - I think it was HOps that had a feature where you could insert an object (like a bolt or screw) on to multiple selected faces in edit mode. Is this feature still available or has KitOps been tagged to take this over? Thanks again. @@masterxeon1001
How much can I get done without Decalmachine? I was planning on following this one along but I only have Hopscutter etc. I've got my eye on decalmachine but I really need someone to explain why it's worth $50 when hops+box is $38 combined. I refuse to pirate these addons, so am interested to know.
i scratch the surface with decalmachine in my content. The massive 2.0 update has upgraded the decal workflow immensely. machin3.io/DECALmachine/docs/whatsnew/ Machin3 explains his price increase in detail here but I can sympathize with his points even if the matrix increase causes people to think twice.
I'm following your modelling step and step, and the bevels don't stack properly...when I do the control+shift bevel in 8:40, it's supposed to not affect other bevels than the next one, but it actually affects other parts of my geo ):
hardops-manual.readthedocs.io/en/latest/faq/#how-do-you-stack-bevels-non-destructively-my-bevels-keep-bevelling-each-other Game of angles means mind them angles! Cant stack 30s due to redundancy.
Amazing! just bought box cutter and hard opps. I am doing this tut to learn them. I am having problems with the bevel you did 09:35 I dont know how you did to control the bevel of the square booleand you just did... In my case if i try to adjust the bevel, all the global bevel change ( the last bevel in mod list) So how can i do to just adjust the bevel in that boolean operation? what i am doing wrong?
If I have to make this in Maya it will take ages Boolean is not good in maya...It's sad that even after being this good studios and teaching institutes are not yet ready to take blender into their pipeline...Definitely will learn blender when I go full on freelancing and great narrated tutorial :)
Can someone explain decals to me? Are they like IMM brushes in Zbrush? Basically they are quick like decals, but they act like real geometry? Are they real geometry ultimately? Like, can they be edited or modified?
As soon as you apply a "Difference" the cutting object hides, what setting is that pls? We have that at 9:25, and setting a new Bevel bevels the whole mesh, I don't know what to do...
Another amazing tutorial. Got a quick question for you. At the very start, 2:20, where you use smooth to sort out the surface of the curve, I am not sure why your model looks artifact free, and mine does not. No matter what I do, I have to subd it once, and s-sharp with creases. to make it look decent. Otherwise I have visible shading of the bevel faces, thus the curved lines look nasty. It would seems that my settings are the same as yours under ctrl ¬ (autosmooth / angle 30), however I am definitely missing something. Any ideas?
Hey Jerry! Your tools and tutorials are AMAZING! Have you notice that thickness and Booleans are not working anymore on 2.8? once that you apply the boolean operation one of the sides of the mesh looses the thickness.
id have to see a gif of that in action but no. I just did a video about HOPS and it was working fine. Make sure to not mirror with bisect. And do booleans.
Matt depends on the asset and depends on the asset. I would consider this concept geometry. Quads would affect the versatility due to geometric density so having geo where I need it is optimal in some cases.
@@masterxeon1001 Thanks. As someone still new to 3D it gets confusing having many people tell you different things. Like never allow an Ngon, and Booleans destroy your mesh. Then you see people who clearly know what their doing ignore all of that. And I am left always wondering what is the correct answer. For the longest time I thought when modeling everything was supposed to be extruded from a single mesh. Then I found out you can just push other meshes into each other, and that it's ok to do that.
At 1:22 you add the bevel mod in edit mode, I don't see that option w/ q when I try this, there's way less options than what you display. Do you know why? Thanks in advance.
yeah sure have at that... I'm sure you could pull of the same there. I spent my time with zmodeller and the boolean system and I think they need a HOPS revolution of their own to make the workflow ideal for my style of working. However I still enjoy many things with zbrush but the right click menu of zmodelller blinds me. Having every option in one menu can work but too many options make me indecisive. When I was testing the 2019 release I felt that zbrush could use a version of boxcutter. The subtool groups are a nice start but an outliner or tree view would optimize the boolean workflow since one shape could have hundreds of cutters. But zbrush is more than capable. Cant knock it. Zbrush is still my 2nd favorite 3d program.
@@masterxeon1001 I myself tried hard surface on Zbrush and I found it bit tds. So gonna learn Blender now. Thank you so much for your tutorials. Much appreciated.
@@timmy7596 My sensei tony is the opposite so i know he makes it work. ruclips.net/video/67hMfwuHSuU/видео.html Blender is a worthy tool to have in your toolbelt. Use it when you need but don't be surprised if it becomes a welcome addition. 2.8 is worth the price of admission for eevee alone. But theres so much more to it now.
nah. it'd be easy. I think you overestimate what a retopo entails. Just encompassing enough of the surface for the baking to do the heavy work. I just looked at this leg just now and that would be broken down in under an hour. So id get in there and give it a "tri".
@@CinematicGames94 well blender has quite a bit of fun packed into the box already. But when youre ready for some real fun. We're here for you. My personal fav tools are mira tools and decal / mesh machine by Machin3. But HOPScutter remains my main tool of use. gumroad.com/l/hopscutter
Hello, thank you for the instructions. Please tell me how to get in Edit mode by pressing the Shift + s key combination the Origin to selection and Origin to Geometry items, since I have these items only in Object mode. The question arose at 19:48 in this video.
Amazing tool, but I'm having really tough time following 4:48 when you mirror the two objects across. It worked once, but I must have switched something on or off, because now I don't even get to click the bisect option on the mirror, it's just greyed out. Tried restarting Blender and everything, but it's no luck.
@@masterxeon1001 Thank you! Sorry I'm incredibly new to Blender on the whole and HardOps in specific. I got version 0.0.9.8.2 Californium. I got it from Blendermarket. It just sent me the links in the email. Where would I go to look for the latest version? Many thanks for your reply and the awesome tool! Your videos and works are incredible!
@@masterxeon1001 "And I'm going to add this cube here. Everyone needs a cube. Look how happy it looks. You know what? Let's add another. They can be friends. Boolean friends."
Hey Masterxeon 1001. Im thinking about buy your addons... this is lookin very complex to learn all of that. I alredy know all boleaan workflow in blender without addons and do I realy need this? I see that is faster and all is editable . I always strugle with placeing another object in center of face or another object center and aligning with normal direction or something like that... in 2.8 is great work with 3d cursor and with that help this is way simpler but still lot of clicking. I make precise hard surface objects for 3d printing and Ineed some good tool to faster workflow.
it really comes down to how many of those keystrokes you could stand to eliminate. I believe understanding the fundamentals bring greater value to the tool since it speeds that up turning processes into steps and keeping the user versatile. The complexity is all under control in the Q menu where you can access everything if needed. But I think theres something for everyone in the toolkit and the more basic understanding the more information we are able to dissect and reassemble with stronger fundamentals. Boxcutter is the supercharged version of this and another part of the pipeline. I could be going in here going bananas with boxcutter since it was born to cut. But since Hard Ops is a chill time I have been focusing on the stuff intended to save the most keystrokes. An example is mod sorting. I used to spend alot of time with that. Now I do not. Each section of the pipeline is always dissected and discussed with ways to make it more efficient. So I am confident there's someone for everyone. Even you.
please some day make a tutorial about modifier pile priority...sometimes I suffer a lot with the order specailly when I need to incorporate bevel and another stuff... thx.
ruclips.net/video/ZnyMUIilp6g/видео.html I believe I covered that in this video. When it comes to order it truly depends on you. Just like I cant tell a man how to node. The order of the stack is personal and decided by you the user. For example. I could take a plane and use a bevel (verts) / solidify / bevel (angle) / weighted normal and call that a day. However remove the first bevel it can still be valid. Now if we asked where would a Boolean fit in this. We want to have it when the mesh is real. So after solidify. But we want it affected by the bevel so therefore before bevel angle but before weighted normal since having the Boolean after weighted normal while isolating it would cause shading issues because weighted normal is designed to be at the very end of a stack so the logic is based on you the user and you needs however if you use it like I do in the video the sorting is there to streamline. But if you’re going off the reservation which I do not oppose we also support manual modifier sorting but I truly cant tell a man how to order his stack when he has a workflow in mind. Hope that lends clarity.
However extending on lets say we now have this plane with bevel (verts) / solidify / Boolean / bevel (angle) / weighted normal. If we wanted to add another level the next thing would be to put the next Boolean after the bevel (angle) and before weighted normal while also adding another bevel angle. Now our stack is bevel (verts) / solidify / Boolean / bevel (angle) / Boolean / bevel (angle) /weighted normal. At this point we are balancing 3 bevels on a single plane with subsequent Booleans added on the last level present. That in itself is the idea behind this system. Trying to automate it to take some of the thinking out of it and keep things fluid.
@@masterxeon1001 so a good rule can be , keep the weithned normal between 2 of N amount of booleans? for example my last operation in general line I used to finish with bevel and if the mesh is ok in Normals projection I am thinking to use Apply modifier at once.
Richy Sigurssons no. The weighted normal is always last. But when it comes to booleans and bevels they can be stacked over and over creating isolated levels you can work on. But in the end weighted normal is always last in the stack.
How are you highlighting the bevel line colors to white at 1:24? Mine doesn't have any highlights except on the cube edges and it'll be useful to be able to see...
they are highlighting due to selection. I am using the dark theme. The selection are edges and the bevel is added non destructively in edit mode so it looks like that.
@@masterxeon1001 Thank you for the quick reply! I was still not able to show the white highlights on the bevel edges and found out that turning on "cavity" with the type "both" inside the viewport shading drop down menue did the trick! I was looking all over inside "Themes" inside "Blender Preferences" but that was just a wrong place ^^;
3D can be an expensive hobby. If you don't have the budget for this addon you can accomplish all of what he's doing without it. It's just that it'll take you 10x as many steps.
Nothing short of amazing, I feel like I'm wathcing the Bob Ross of Hard Surface Modeling.
Yeah, I've watched about a dozen of masterxeon1001's vids & the Bob Ross thing comes up a lot. I'm amazed by his unscripted commentary on the fly.
True he does have that same quality :D
Dang dude, your channel is an actual treasure trove of valuable information. Picked up the boxcutter/hardops package a few weeks ago and I'm currently doing a deep dive throughout your modeling videos. Thank you for sharing your thought process and your expertise!
i hope you enjoy your adventure!
_"Nothing complex."_ that's a rather subjective opinion . . .
IT IS NOTHING COMPLEX INDEED
I love your videos, always down to earth and inviting, almost like you were talking to a class or group of friends.
thats the approach! Huddle around lets talk some Hard Ops haha.
You remind me of Bob Ross with your relaxed attitude. Nice job on Hard Ops
I have been looking at epic lego robot creations on pinterest and realized I want to start designing my characters in a more modular modeling way where I create separate parts like metal plates or wires or different robot components and putting them together and get used to making those shapes with hardops and this is helping me immerse myself in the addon a whole lot more!!
You have such a mesmerizing workflow!
Bro, u r the god of 3D moduling/sculpting. Congratulations for all amazing work u do!
theres always someone better. That someone could be you. Just keep practicing. These legs should be easy breezy.
C slash + smart apply just blew my fucking mind.
You do some insanely good shtuff. I have no idea why your vids aren't appreciated more
they make the rounds.
Honestly i've been searching for more information about bevel levels in hard ops and this just put me on. thanks for the video!
Dude I love your ramblings)) gonna try to model this over weekend. Thanks for amazing content!
Master Xeon: The Godfather of Blender.
I like the way you speaking, it's like watching "The Joy of Painting" with Bob Ross
Yeah, I could listen to him for hours.
One good cut deserves another, because everyone needs a friend
You are a creative person, thank you for the effort, and we are your strong followers
Incredible incredible absolutly incredible...😘👏👏👏👏
phew, finally a tutorial taking those new features in account! Thx, I was waiting for exactly that!
it had to be done!
The most legit bootleg!
I love your tools...make me feel free..THX for yours hardworks!
I'd highly highly recommend using middle mouse to move and scale in the axis rather than XYZ, but I guess to each their own
When I heard P5 theme in the beginning I was like "LOUDER I CAN'T HEAR DA MUSIC!"
@@RuthwikRao reported for misinterpretaion. Nice try kotaku.
liked and subscribed 👍👍🍻keep the good tutorials
also would love to see human character stylized modeling
i wish! I wish!
Thank you for this detailed (mentioned shortcuts) tutorial!! Superb!
I know I'm late to the party, but I just found the Pizza Ops. Great addition!!
nobody:
masterxeon referring to a decal:
*"there's no denying this thing"*
mmmmm I love that persona 5 music.
Even if the background music is quiet, Aria of the Soul at 1:05:00 is too distinct to not all but confirm it's the Persona 5 OST.
they added joker to smash and then when I heard the songs I got back on the soundtrack. Persona 5 had one of the best soundtracks ever.
Blender is definitely impressive as well as masterxeon 1001's skills !
That's the sickest bot leg I've seen.
3rd time watching in a raw...and still....do more like this plz..
I've just bought Hardops and Boxcutter. Knowing that there have been several updates to the addons since this video was published, are there major differences between the menus and functionalities of the addons back then and now. Is this video still relevant for a beginner like me?
"If you look at my oldest videos, I kinda had an infatuation with the box...I love the box." 10:59-11:20 ME TOO! Idt men outgrow that.
Is it just me, or Hardops doesn't work with 2.83 (e-cycles version, idk about the beta)? I press Q and I get the Hardops menu, with no list...I almost cried, then reverted to 2.82a or b, idr, and voila, it works again!!! Then I was all over, in and through my box, and I thought, wait a second, how will Hardops work on my machinima model...she gave me a worried look! A metabox...mind blown.
Just bought the tools HardOps and ProCutter from Gumroad after a month of learning Blender coming from 3DS Max (5+ years) and I'm literally laughing at how easy and powerful these addons are and at the correct price (affordable, not over the top, 20 USD each).
Vlad Mihailescu we aim to please. Also thanks for the kind words! We hope to keep pushing the boundaries!
This is madness!
aw yea. Its a classic!
"Box City, baby". Wasn't that a town in Fallout?
Have you aimed to universally conquer the modelling universe??? ..... 😂
I get closer.
twitter.com/mxeon1001/status/1120039141968875522
I liked your robotic leg tutorial. Would it be possible for you to include other leg designs for robots in your future tutorials?
This is awesome mann
11:43 uses S-Sharpen...... 2 seconds later.....'You'll notice I'm not dealing with C-sharp and S-Sharp.....' :D :D Loving these more in-depth videos, of late, with non-confusing narrative.
With this video being the most non destructive approach to HOPS.
ruclips.net/video/szrnUx_2_uk/видео.html
This video serves as a good example of using HOPS with destructive workflows in mind.
ruclips.net/video/Sl_gQceaEJE/видео.html
In my opinion non-d works good for simplistic things but the more advanced you get the more it works against you so usually if the model is more advanced I'll break more eggs by going destructive with it. But nowadays my workflows use non-d for starting with an apply process and then working non-d again for a level.
Ssharp does only 3 things.
- set shading
- marks sharps via the marking specified in the ctrl + ~ panel
- enables autosmooth
Because ssharpen is basically a customized set smooth it works well in non destructive situations. hardops-manual.readthedocs.io/en/latest/ssharpen/
When I use ssharp in my head its replacing smooth shading +. The more I use it the more small uses I find for it. But if you have a sphere and you ssharp it will only smooth the shading. vs a cube where ssharp will mark the angles that catch it.
Since Csharp is inherently ssharp but after applying select modifiers and adding a bevel mod on top so this makes it very destructive. Theres is no non destructive csharpen. However that said I am able to keep my mods live and just add a bevel which does the job of csharpen without applying mods.
Hopefully that should provide some insight in the meantime but thats a good idea for future content. I'll try to find an opportunity to explain that better in the future.
i am still looking for blender 2.8 tutorials that does not rely on keyboard shortcuts too much i am not a big fan of learning from keyboard shortcuts with all the new icons on the latest release. Still a great tutorial though well done.
sounds... clicky.
you are very talented
I tried to copy your workflow with something like booltool a.s.o. It´s impossible. It´s time for me to buy boxcutter, hardops and decalMachine. Awesome work and many many "Thank you very much"!!!
I would take forever to model something even far from close to this using that common method.. why blender why 😭😭😭
It’s an „Mission Impossible“... I got something look like this in 1 day (10 hours). With hardops or boxcutter you got it between 1 and 2 hours. After a little practice in maybe 30 minutes. It speed up your workflow about 10x minimum... Really great stuff.
its too hard to get as good bevels as you do, amazing tutorial!!
it get's easier. ruclips.net/video/HVYgBncYdZc/видео.html
@@masterxeon1001 thank you very much !!
I have a stupid question maybe, but is this kind of modelling usable for games? It seems like you would have to do some severe cleanups after all the booleans? Its seems like more of a prototyping workflow. Any thoughts on that ?
ruclips.net/p/PL0RqAjByAphGzblOdeS8oRX_8VwSG11ti
ruclips.net/p/PL0RqAjByAphH9emGFNAcha1prKi1P_I3n
I'm stuck at 7:35. When I add the difference modifier I see quite a bit of artifacting, but no cut is made into the mesh. If I move the cutter away from the corner of the mesh, the cut is made perfectly.
that means there may be a hotline. Id try and make sure edges dont match up precisely.
@@masterxeon1001 hm, it looks like the cutter doesn't work along any corner of the mesh, no matter how its positioned, but as long as its not on a corner everything works fine...
@@masterxeon1001 Ah, I had a hidden array modifier in my stack. I feel pretty stupid now lmao.
Awesome!
I want to ask a question. Is this model low or high poly model? Can we use this kind of models in games? What about baking process and etc. Thanks!
Id consider this model a concept high model. Due to being non-d a low could easily be made or the high could be adjusted to be bake-able depending on goal.
This video goes over the breakdown process in depth.
ruclips.net/video/GN_rlO5ruHg/видео.html
This video also goes over unwrapping one of these assets in the context of game export.
ruclips.net/video/WKby8w8spdU1/видео.html
hi i do 3d modeling for 3d printing which means everything must be polygon to be printable. might i ask if the hardops deco be abtle to apply or turn into real polygons or are they just bump/normal maps?
those are decalmachine decals. HardOps has nothing to do with decals. And decals are planes.
At 1:15 into the video Masterxeon brings up an "Apply" contextual menu. I cannot see how he does that. I know I can hit alt+s to apply scale but I want to know how to bring up this contextual APPLY menu. Does anyone know how to do this?
that is ctrl + A sorry to not mention that. Its a blender thing. Applying scale allows the bevel to work properly.
Any idea why C Slash isn't anywhere to be found in any of my menus? Version: Francium
i.imgur.com/QWZ5YDJ.png
Boxcutter and hardops are amazing. I need your wisdom to become a better 3D artist. So I play your video while I sleep so I model while I sleep.....damn blender crashed again
sometimes i think of blender in my head when i am away. Rolling ideas in my head until it gets foggy then I need the real thing to see how the story ends.
Where do I submit bugs? I’m using industry standard shortcuts which uses alt+lmb and alt+rmb to navigate the viewport and cameras... but box cutter uses alt+lmb to confirm an operation which conflicts with orbit. I am unable to rotate the view to get a better vantage point on the model without exiting or completing the operation. Completely makes the addon useless.
ruclips.net/video/wL0VLrxoN2Y/видео.html
Epic stuff. Those decals are like normal maps or does it change geometry? noob question, but it looks so real. He does that so easily... designing it on the go, thats amazing
its the greatest decals ever. All fake but look so good you'd think it's real.
@@masterxeon1001 It looks so real.
I see at 22:20 when you trying to select boolean cage and having trouble to pick right I think will be great if you can somehow make tool like isolate select but with all related cages for selected object. Like in this case imagine you just select that cube you modified and go in isolation mode and when press unhide you show all boolean cages for related object. That way will be much easier to pick right one.
Or maybe no need to go in isolation mode just somehow implement option when select object you modify to unhide only related boolean cages for that object. Maybe that’s already but I don’t know about?
theres is always boolscroll too. but old habits die hard. thats an idea though.
Madness, not destructive madness
Gonna get this plug in... Now if I could just locate some talent I would be good to go..
I haven't purchased hardOPS yet, but is there anywhere I can find what the topology of an object looks like after applying the plug-in?
like a boolean!
@@masterxeon1001 so terrible topology haha. What's the process of cleaning it all up if you're using hardOPS?
@@cerebralvision ruclips.net/video/UYMrkAOTV9E/видео.html
something like this!
You keep using SSharp which looks like it's changing the edge crease to 1? But when I choose that it's changing the bevel weight to 1.
in the ctrl + ~ helper make sure sharp and seam is enabled in addition.
@@masterxeon1001 On fresh install the default sharp option looks to be Apply bweight and APply sharp, but crease and seam are off.
But, wouldn't I want to apply sharp and apply Crease? I thought Seam was just for identifying the UV seam for unwrapping, but it appears I was wrong there? crease causes the edge to hold to the polygon in one direction (what I usually do with Ctrl+E) while seam keeps it closer to the smooth shape, but the normals still form a corner? I guess I need to find more beginner tutorials first. It's difficult to find Just the right level. You don't want to waste 40 hours looking at beginner and only learn 10 minutes of new stuff. But ones like this are difficult to watch because sometimes the settings don't match what I'm finding and you run through the hotkey so blazing fast that I can't even figure out what it was by pausing/rewinding over and over.
9:28 when i try to bevel a part of object, all object is beveling. How can i fix that problem.Basically when i slash the object as 2 object, it doesn't work, it still seems like one object :(.I think if i can seperate the object, i can deal with pieces.I don't know how to do.I just want to do what you do on 9:28.
ruclips.net/video/A4Gxa18wOCs/видео.html
@@masterxeon1001 I mean specific bevels, can i send a photo for that situation :)
Great work - as usual - question: I purchased BoxCutter and HOps and I'm planning on getting DECALmachine at the end of the month - I know there is a partial list of hotkeys on the various document sites, but the list doesn't seem to cover everything. Is there a master list of sorts that can be shared or found somewhere that covers every hotkey associated with these _freaking_ amazing addons? Thanks, in advance.
well both addons ask have keymap tabs too. Which are the most up to date lists of hotkeys under the user prefs for that tool.
HOPS
hardops-manual.readthedocs.io/en/latest/hotkeys/
BC / also lists hotkeys in workspace area.
masterxeon1001.com/2019/02/15/boxcutter-711-release-notes/
Thanks . . . I'm a boob. One more question - I think it was HOps that had a feature where you could insert an object (like a bolt or screw) on to multiple selected faces in edit mode. Is this feature still available or has KitOps been tagged to take this over? Thanks again. @@masterxeon1001
@@cseguin masterxeon1001.com/2019/02/24/kitops-1-11-update-notes/
How much can I get done without Decalmachine? I was planning on following this one along but I only have Hopscutter etc. I've got my eye on decalmachine but I really need someone to explain why it's worth $50 when hops+box is $38 combined. I refuse to pirate these addons, so am interested to know.
i scratch the surface with decalmachine in my content. The massive 2.0 update has upgraded the decal workflow immensely.
machin3.io/DECALmachine/docs/whatsnew/
Machin3 explains his price increase in detail here but I can sympathize with his points even if the matrix increase causes people to think twice.
51:15 "Adjust curve" doesn't come with call pie menu. I could find it from space bar search.
I'm following your modelling step and step, and the bevels don't stack properly...when I do the control+shift bevel in 8:40, it's supposed to not affect other bevels than the next one, but it actually affects other parts of my geo ):
hardops-manual.readthedocs.io/en/latest/faq/#how-do-you-stack-bevels-non-destructively-my-bevels-keep-bevelling-each-other
Game of angles means mind them angles! Cant stack 30s due to redundancy.
Haha Awesome vid! Thanks Jerry!
Amazing! just bought box cutter and hard opps. I am doing this tut to learn them.
I am having problems with the bevel you did 09:35
I dont know how you did to control the bevel of the square booleand you just did... In my case if i try to adjust the bevel, all the global bevel change ( the last bevel in mod list)
So how can i do to just adjust the bevel in that boolean operation? what i am doing wrong?
dude, i have the very same problem, could you solve it? 2 years later lol
If I have to make this in Maya it will take ages Boolean is not good in maya...It's sad that even after being this good studios and teaching institutes are not yet ready to take blender into their pipeline...Definitely will learn blender when I go full on freelancing and great narrated tutorial :)
great tricks 42:38, ill try it by you, thanks jerry
Can someone explain decals to me? Are they like IMM brushes in Zbrush? Basically they are quick like decals, but they act like real geometry? Are they real geometry ultimately? Like, can they be edited or modified?
machin3.io/DECALmachine/docs/
No one can explain decals like machin3. Check out the page about what they are!
As soon as you apply a "Difference" the cutting object hides, what setting is that pls? We have that at 9:25, and setting a new Bevel bevels the whole mesh, I don't know what to do...
enable the collection it is in.
Theres a support group for intimate assistance on issues.
discord.gg/rHpPQ3
Another amazing tutorial. Got a quick question for you. At the very start, 2:20, where you use smooth to sort out the surface of the curve, I am not sure why your model looks artifact free, and mine does not. No matter what I do, I have to subd it once, and s-sharp with creases. to make it look decent. Otherwise I have visible shading of the bevel faces, thus the curved lines look nasty. It would seems that my settings are the same as yours under ctrl ¬ (autosmooth / angle 30), however I am definitely missing something. Any ideas?
Hey Jerry! Your tools and tutorials are AMAZING! Have you notice that thickness and Booleans are not working anymore on 2.8? once that you apply the boolean operation one of the sides of the mesh looses the thickness.
id have to see a gif of that in action but no. I just did a video about HOPS and it was working fine. Make sure to not mirror with bisect. And do booleans.
@@masterxeon1001 Thanks Man! I just installed the new build and it works perfect. it was maybe a bug or something. Thanks!
I thought booleans destroyed meshes. Is everything around needing some mystical perfect topology just a myth?
Matt depends on the asset and depends on the asset. I would consider this concept geometry. Quads would affect the versatility due to geometric density so having geo where I need it is optimal in some cases.
@@masterxeon1001 Thanks. As someone still new to 3D it gets confusing having many people tell you different things. Like never allow an Ngon, and Booleans destroy your mesh. Then you see people who clearly know what their doing ignore all of that. And I am left always wondering what is the correct answer.
For the longest time I thought when modeling everything was supposed to be extruded from a single mesh. Then I found out you can just push other meshes into each other, and that it's ok to do that.
HOps Helper isn't working with the Ctrl+~ shortcut. Any help would be appreciated. Thanks for the amazing addon btw!
i.imgur.com/01TTh6D.png
its also accessible here.
@@masterxeon1001 Thanks!
At 1:22 you add the bevel mod in edit mode, I don't see that option w/ q when I try this, there's way less options than what you display. Do you know why? Thanks in advance.
mark. Ctrl + click mark.
masterxeon1001.com/2019/12/25/hard-ops-00984-update-log/
Youre hard surface Bob Ross
So Amazing!!!
Can I please know your opinion on Zbrush Zmodeler with live boolean to achieve the same that you achieved on Blender ??
yeah sure have at that... I'm sure you could pull of the same there. I spent my time with zmodeller and the boolean system and I think they need a HOPS revolution of their own to make the workflow ideal for my style of working. However I still enjoy many things with zbrush but the right click menu of zmodelller blinds me. Having every option in one menu can work but too many options make me indecisive. When I was testing the 2019 release I felt that zbrush could use a version of boxcutter. The subtool groups are a nice start but an outliner or tree view would optimize the boolean workflow since one shape could have hundreds of cutters. But zbrush is more than capable. Cant knock it. Zbrush is still my 2nd favorite 3d program.
@@masterxeon1001 I myself tried hard surface on Zbrush and I found it bit tds. So gonna learn Blender now. Thank you so much for your tutorials. Much appreciated.
@@timmy7596 My sensei tony is the opposite so i know he makes it work. ruclips.net/video/67hMfwuHSuU/видео.html
Blender is a worthy tool to have in your toolbelt. Use it when you need but don't be surprised if it becomes a welcome addition. 2.8 is worth the price of admission for eevee alone. But theres so much more to it now.
making a game lowpoly version of that leg would be a nightmare lol
nah. it'd be easy. I think you overestimate what a retopo entails. Just encompassing enough of the surface for the baking to do the heavy work. I just looked at this leg just now and that would be broken down in under an hour. So id get in there and give it a "tri".
@@masterxeon1001 ok Guess I should give hards op a try I have yet to try any plugins but which would u recommend for a beginner?
@@CinematicGames94 well blender has quite a bit of fun packed into the box already. But when youre ready for some real fun. We're here for you. My personal fav tools are mira tools and decal / mesh machine by Machin3. But HOPScutter remains my main tool of use. gumroad.com/l/hopscutter
@@masterxeon1001 ok sweet guess I play play with blender without plug ins for now then go into the plugins especially when I am new to it lol.
Hello, thank you for the instructions. Please tell me how to get in Edit mode by pressing the Shift + s key combination the Origin to selection and Origin to Geometry items, since I have these items only in Object mode. The question arose at 19:48 in this video.
Power snapping pies for 2.8
github.com/mx1001/power_snapping_pies
when I hit tab, select the edge, press Q and add modifier Bevel, it adds the bevel to the entire object and not just that edge
if a bevel is present that will happen. But if you hover over bevel in that instance it should say hold CTRL to add another bevel.
@@masterxeon1001 thanks. that did it.
The speed you model is great. Im new to blender so i do everything soooo slow right now, its a little frustating.
Maybe one of the other videos will be of more assistance.
ruclips.net/p/PL0RqAjByAphEUuI2JDxIjjCQtfTRQlRh0
Amazing tool, but I'm having really tough time following 4:48 when you mirror the two objects across. It worked once, but I must have switched something on or off, because now I don't even get to click the bisect option on the mirror, it's just greyed out. Tried restarting Blender and everything, but it's no luck.
latest update should fix dat
@@masterxeon1001 Thank you! Sorry I'm incredibly new to Blender on the whole and HardOps in specific. I got version 0.0.9.8.2 Californium. I got it from Blendermarket. It just sent me the links in the email. Where would I go to look for the latest version? Many thanks for your reply and the awesome tool! Your videos and works are incredible!
@@stanislavshcherbakov6156 right here!
www.blendermarket.com/account/orders
Can I use my version of this leg on my website please ps. thanks for the amazing tutorials
as long as you modelled it!
@@masterxeon1001 Thanks man credited you anyways
I'm stuck at 15:00,when i selected face or line,there's no [Set SSharp] in my HardOps menu?
its mark. Use mark.
@@masterxeon1001 thank you ;-)
Man I don't know how to keep track of all these hotkeys lol
luckily H in modal will display the list!
Also there is a tab that displays the keys.
i.imgur.com/1YsYjIq.png
@@masterxeon1001 thanks a ton!
I don't get how you added the new bevel that only affected your latest boolean!!??!? i cannot recreate it, please help lol
hardops-manual.readthedocs.io/en/latest/faq/#how-do-you-stack-bevels-non-destructively-my-bevels-keep-bevelling-each-other
@@masterxeon1001 awesome, thanks so much!
shift + scroll to adjust the bevel doesn't work?
checking into that
masterxeon1001 actually I used the bevel helper and I can adjust it easily..many thanks for replying!
1: 43 is this symmetry from the hardops modifier?
lol hardops modifier.
hardops-manual.readthedocs.io/en/latest/mirror_symmetry/
...the Kit Ops option does not appear in my Menu list (when i activate Hard Ops)? please how do i fix ??
masterxeon1001.com/2019/02/24/kitops-1-11-update-notes/
make sure the kitops folder is named 'kitops'
at around 1:42 with the mirror modifier I don't see the 3 greyed tabs.. anyone know how to activate it?
ruclips.net/video/mzauyPLRRrc/видео.html
true alien tech
My ctrl~ widget takes up the whole viewport.. how do I resize it?
i.imgur.com/TfaGNh9.png
There is an option in preferences for DPI factoring.
Hops has a preference popup under ctrl + K
@@masterxeon1001 @masterxeon1001 thanks for the fast response.
Blender's Bob Ross.
*adds happy little bolt*
@@masterxeon1001 "And I'm going to add this cube here. Everyone needs a cube. Look how happy it looks. You know what? Let's add another. They can be friends. Boolean friends."
@@Art1stical this guy ^^
@@masterxeon1001 This addon. Was looking for this exact same thing. Already purchased. Thanks a lot for renewing in me The Joy of Blender Modeling :)
@@Art1stical thanks for you support and faith. We'll make you proud.
i like long video with more details im still beginner with blender
thanks for your insight.
ruclips.net/p/PLjqpj14voWsXlLHjT8jMnn5uKLfXKFki8
Hey Masterxeon 1001. Im thinking about buy your addons... this is lookin very complex to learn all of that. I alredy know all boleaan workflow in blender without addons and do I realy need this? I see that is faster and all is editable . I always strugle with placeing another object in center of face or another object center and aligning with normal direction or something like that... in 2.8 is great work with 3d cursor and with that help this is way simpler but still lot of clicking. I make precise hard surface objects for 3d printing and Ineed some good tool to faster workflow.
it really comes down to how many of those keystrokes you could stand to eliminate. I believe understanding the fundamentals bring greater value to the tool since it speeds that up turning processes into steps and keeping the user versatile. The complexity is all under control in the Q menu where you can access everything if needed. But I think theres something for everyone in the toolkit and the more basic understanding the more information we are able to dissect and reassemble with stronger fundamentals.
Boxcutter is the supercharged version of this and another part of the pipeline. I could be going in here going bananas with boxcutter since it was born to cut. But since Hard Ops is a chill time I have been focusing on the stuff intended to save the most keystrokes. An example is mod sorting. I used to spend alot of time with that. Now I do not. Each section of the pipeline is always dissected and discussed with ways to make it more efficient. So I am confident there's someone for everyone. Even you.
Hey Master Xeon can you speed model an environment scene? It would be cool if it was post apocalyptic
someday
please some day make a tutorial about modifier pile priority...sometimes I suffer a lot with the order specailly when I need to incorporate bevel and another stuff... thx.
ruclips.net/video/ZnyMUIilp6g/видео.html
I believe I covered that in this video. When it comes to order it truly depends on you.
Just like I cant tell a man how to node. The order of the stack is personal and decided by you the user. For example. I could take a plane and use a bevel (verts) / solidify / bevel (angle) / weighted normal and call that a day. However remove the first bevel it can still be valid. Now if we asked where would a Boolean fit in this. We want to have it when the mesh is real. So after solidify. But we want it affected by the bevel so therefore before bevel angle but before weighted normal since having the Boolean after weighted normal while isolating it would cause shading issues because weighted normal is designed to be at the very end of a stack so the logic is based on you the user and you needs however if you use it like I do in the video the sorting is there to streamline. But if you’re going off the reservation which I do not oppose we also support manual modifier sorting but I truly cant tell a man how to order his stack when he has a workflow in mind. Hope that lends clarity.
However extending on lets say we now have this plane with bevel (verts) / solidify / Boolean / bevel (angle) / weighted normal. If we wanted to add another level the next thing would be to put the next Boolean after the bevel (angle) and before weighted normal while also adding another bevel angle. Now our stack is bevel (verts) / solidify / Boolean / bevel (angle) / Boolean / bevel (angle) /weighted normal. At this point we are balancing 3 bevels on a single plane with subsequent Booleans added on the last level present. That in itself is the idea behind this system. Trying to automate it to take some of the thinking out of it and keep things fluid.
@@masterxeon1001 so a good rule can be , keep the weithned normal between 2 of N amount of booleans? for example my last operation in general line I used to finish with bevel and if the mesh is ok in Normals projection I am thinking to use Apply modifier at once.
Richy Sigurssons no. The weighted normal is always last. But when it comes to booleans and bevels they can be stacked over and over creating isolated levels you can work on. But in the end weighted normal is always last in the stack.
Having a Boolean after weighted normal will result in shading issues in most cases I’ve noticed.
How are you highlighting the bevel line colors to white at 1:24? Mine doesn't have any highlights except on the cube edges and it'll be useful to be able to see...
they are highlighting due to selection. I am using the dark theme. The selection are edges and the bevel is added non destructively in edit mode so it looks like that.
@@masterxeon1001 Thank you for the quick reply! I was still not able to show the white highlights on the bevel edges and found out that turning on "cavity" with the type "both" inside the viewport shading drop down menue did the trick! I was looking all over inside "Themes" inside "Blender Preferences" but that was just a wrong place ^^;
@@MrApyo you were talking about shading. Thats alt+V eevee HQ
@@masterxeon1001I'm sorry about the confusion. My explanation was misleading... Thanks again for the quick response! You are awesome!
Really cool. Those addons are out of my budget though haha
3D can be an expensive hobby. If you don't have the budget for this addon you can accomplish all of what he's doing without it. It's just that it'll take you 10x as many steps.
What utility do you use to display the keystrokes in the bottom left?
Screen cast keys addon I think might be it. Not sure tho.