4 methods to fix overshot insets and bevels in Blender

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  • Опубликовано: 3 июл 2024
  • While I did a Short on how to use Mesh Machine to fix these I wanted to do a video that covered a whole range of methods for all levels/budgets of users.
    What method do you prefer?
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Комментарии • 61

  • @SlickVic5240
    @SlickVic5240 6 месяцев назад +3

    I love how personable you are with your comments. You helped me on one of the shorts earlier, and I’ve went down a rabbit hole with watching your tutorials. Appreciate the help, and I’m glad to have learned so much in such a short amount of time because of you. Keep doing what you’re doing, I speak on behalf of everyone when it comes to this. You’re amazing bro, appreciate this so much.

    • @ArtisansofVaul
      @ArtisansofVaul  6 месяцев назад +2

      Thanks so much Vic. That's really appreciated and I'm glad the videos and the comments have helped. It's what the channel is for after all so it's great to know its working. And thanks for falling down that hole and watching loads of videos 😁

  • @AdamIsailovic
    @AdamIsailovic 6 месяцев назад +2

    Align vertices: Select two ( or more ) vertices>S>Axis(X,Y,Z), 0, enter.
    Thanks for the video, useful.

    • @ArtisansofVaul
      @ArtisansofVaul  6 месяцев назад +1

      Thanks a lot. That scaling that wouldn't work for this instance. You need to move one vertex to the other, if you use that method it will average them (or you have to start moving around the cursor or origin which adds a lot of time). So I guess it does work but it's a whole lot more tedious

    • @AdamIsailovic
      @AdamIsailovic 6 месяцев назад +1

      Yeah, true.@@ArtisansofVaul

  • @richardokeeffe8375
    @richardokeeffe8375 6 месяцев назад

    Big respect for covering the premium adding right down to the free methods

    • @ArtisansofVaul
      @ArtisansofVaul  6 месяцев назад

      Thanks. I think it's important people know all the options. I do think the paid for addon is vastly more convenient and has more utility but if you're not going to use the other tools it's probably not worth it for people.

  • @mineralbrewer2289
    @mineralbrewer2289 6 месяцев назад +1

    Finally I've always had this problem!

  • @JCaleb
    @JCaleb 5 месяцев назад +1

    I'd add that instead of pressing escape all the time, you can press right click instead, it serves the same purpose of cancelling whatever you are doing when it relates to moving, scaling, rotating, etc

  • @darrennew8211
    @darrennew8211 6 месяцев назад +3

    This is definitely one of the few problems with hard-surface 3d-printing modeling, and this is a great video with lots of tips. There's a free add-on called "CAD Transforms" that does the sort of thing you're doing at 6:20 only with many more options. It includes rotations and scaling done the same way (scale this so these two points are that far apart, or rotate the selection around the line between these two points). Snap base seems easier to get it done in these simpler cases.

    • @ArtisansofVaul
      @ArtisansofVaul  6 месяцев назад

      I'll have to check out that add on. Thanks man 👍🏻

    • @darrennew8211
      @darrennew8211 6 месяцев назад +1

      @@ArtisansofVaul It's honestly more useful when you want things like precise dimensions. More functional rather than artistic stuff. Maker Tales has videos explaining it. It's 99% moving stuff, so doesn't really fix anything except really complex snapping problems.

    • @ArtisansofVaul
      @ArtisansofVaul  6 месяцев назад

      @darrennew8211 For some of the work I do that's great 👍🏻👍🏻👍🏻

    • @benveasey7474
      @benveasey7474 6 месяцев назад +2

      ​@@ArtisansofVaula little bird told me that there is a big update coming to CADTransforms. Apparently work planes are being added.....

    • @ArtisansofVaul
      @ArtisansofVaul  6 месяцев назад +1

      @@benveasey7474 oh cool! I'll keep an eye on it and can do a video when that's been added.

  • @tsatsu4732
    @tsatsu4732 6 месяцев назад +2

    Rotating the overshot vertices also does the trick, it's not the best but it works.

    • @ArtisansofVaul
      @ArtisansofVaul  6 месяцев назад +1

      Oh interesting, I'll have to try that out. Thanks 😁👌🏼

  • @n3onkn1ght
    @n3onkn1ght 6 месяцев назад +3

    -Blender has an addon, "Inset Straight Skeleton", that fixes this.
    -The snapping method works in pre-4.0, you just need to use "Active Element" mode.

    • @ArtisansofVaul
      @ArtisansofVaul  6 месяцев назад +1

      Thanks for the Inset Straight Skeleton tip. Id never heard of that. It makes some slightly odd geometry but its nice to have that option! Cheers

    • @n3onkn1ght
      @n3onkn1ght 6 месяцев назад +2

      @@ArtisansofVaulAlso, hot tip: If you use the TinyCAD addon (which comes with Blender), you can just select two edges and use the right-click context menu to create a vertex where they intersect, which is much faster than what you do at 7:30. You can also use the _other_ CAD addon that comes with Blender, PDT, to position the 3D cursor right at the intersection point, but PDT is much more complicated and harder to figure out.

    • @ArtisansofVaul
      @ArtisansofVaul  6 месяцев назад +1

      @n3onkn1ght Cheers I'll have to try those out!

  • @ITman3Dmain
    @ITman3Dmain 6 месяцев назад +1

    Hello. Thank you for the video. I have a question. I'm using a surface STL file. When I start creating wall thickness using Solidify, there are surfaces that overlap and this is not correct. How to deal with this. Thank you.

    • @ArtisansofVaul
      @ArtisansofVaul  6 месяцев назад +1

      So many of the issues will be due to the mesh being incorrect and not manifold (basically it's been created in a slightly lazy way). You can normally fix that to make things work. I have two videos on manipulating STLs that should help:
      ruclips.net/video/KXBBec-iIuc/видео.html
      ruclips.net/video/dneiDiTrZjQ/видео.html
      If not let me know 👌🏼😁

    • @ITman3Dmain
      @ITman3Dmain 6 месяцев назад +1

      @@ArtisansofVaul Thanks

  • @jasminecaulden1089
    @jasminecaulden1089 6 месяцев назад +1

    Where's the link to semic Cyclops, I even tried doing a youtube search and can't find anyone by that name.

    • @ArtisansofVaul
      @ArtisansofVaul  6 месяцев назад

      Hmm... I thought I had put that in. I'll add that now but for convenience it's here" ruclips.net/video/1yz6PHPkyd8/видео.htmlsi=cPnSfqLGU5VDia51

  • @thatoneracerr5321
    @thatoneracerr5321 6 месяцев назад +1

    Erm, I dont know what I have but I dont even have the issue of having those f-d up edges, it simply looks how it should. Also you can fix it easily but making the first inset big, and then scaling the face down clicking S

    • @ArtisansofVaul
      @ArtisansofVaul  6 месяцев назад

      Thats true. That's why I include it at around the 8:45min mark....

  • @justpoppinthings
    @justpoppinthings 6 месяцев назад +1

    Something automated so you wouldn't have to take extra steps would be nice, I don't care much for the method used, I would rather not have to go back. Anyway, great video 👍

    • @ArtisansofVaul
      @ArtisansofVaul  6 месяцев назад

      Since then I also found this so it might be what you're looking for: ruclips.net/user/shortsJET2d-VfkGo

  • @BryanKolb
    @BryanKolb 6 месяцев назад +1

    Could use actually use set flow to do this?

    • @ArtisansofVaul
      @ArtisansofVaul  6 месяцев назад +1

      Hmm... Not sure. I think it would still have issues due to the overlap but I'd have to try it.

  • @norm_olsen
    @norm_olsen 6 месяцев назад +1

    I sure wish other software had an Unf*ck function to solve all kinds of problems! My life could use an Unf*ck function!

    • @ArtisansofVaul
      @ArtisansofVaul  6 месяцев назад

      😅 So true on all fronts 🤣👍🏻

  • @AlexSmith-qw5qg
    @AlexSmith-qw5qg 6 месяцев назад +1

    maybe you know some way how to bevel only outer edges when solidify modifier on? solidify itself has option bevel convex but is seems to work not correct, i want to add bevels only on edges that added by solidify so it will be non destructive workflow but cant find any way to do this in blender, in 3ds max even its pretty easy to do. so to be clear my modifier stack will be - solidify - bevel (and i want that bevel only outer edges of solidify)

    • @spawn1411
      @spawn1411 6 месяцев назад +2

      it's very easily in blender too. Just use Output Vertex Groups in solidify modifier and select this group in bevel modifier.

    • @ArtisansofVaul
      @ArtisansofVaul  6 месяцев назад

      The method mentioned by Spawn should work but picturing it in my head it would probably bevel both the original and solidified edges that were selected ad the vertex group.

  • @MudraptorGaming
    @MudraptorGaming 6 месяцев назад +1

    So how would we fix the overshot bevel for free? of course we can repeat the fixing solution for the overshot inset several times, but that would be slow and we'd be eyeballing the proportion. does round inset stops this from being a problem in the first place? but that's not quite free.

    • @ArtisansofVaul
      @ArtisansofVaul  6 месяцев назад +1

      For free you can't without doing it repeatedly as you say. I guess that's the limitation, spend a bit of money to save a lot of time or spend the time to save you money.

    • @MudraptorGaming
      @MudraptorGaming 6 месяцев назад +2

      @@ArtisansofVaul so the round inset addon can fix bevels too?
      Or mesh machine is needed?

    • @ArtisansofVaul
      @ArtisansofVaul  6 месяцев назад +1

      @MudraptorGaming So it will fix insets but bevels on a rounded edge that have multiple "levels" to them won't be simple to fix as they won't propagate through

    • @MudraptorGaming
      @MudraptorGaming 6 месяцев назад +2

      @@ArtisansofVaul ah ok, darn

    • @ArtisansofVaul
      @ArtisansofVaul  6 месяцев назад +1

      @MudraptorGaming Yeah. Basically other addons work but I haven't found anything as powerful as Mesh Machine. And it's other tools are fantastic too.

  • @andrzejczarnota3661
    @andrzejczarnota3661 6 месяцев назад +2

    This should be done without fixing. This program should be parametric like CAD programs, with full history of operations and possibility to re-model each operation from the history tree, and remodel it using specified values. I have no idea, why this is still not implemented? Why we have to fight with the program rather then create shapes we can manage parametric ? Where is the 2D sketch with constrains and dimensions you could work on to define 3D elements?

    • @ArtisansofVaul
      @ArtisansofVaul  6 месяцев назад +7

      I can't say I totally agree with this. If I wanted a CAD program I'd be using a CAD program. And it's a lot more than just "implementing" something, I'm not a programmer but I would imagine it would require rewriting huge sections of code and functionality for something many people wouldn't like. There are CAD like addons you can get if you do what that though like CAD sketcher.

    • @wildguardian
      @wildguardian 6 месяцев назад +2

      Lol do you even know what youo saying? you think photoshop and illustrator should be only one software or another? This is the same kind of absurd you're saying..
      Moi3d.. solidworks.. plasticity.. fusion 360.. rhinoceros.. they are mostly cad softwares.. the options are there. You can convert a step file to a mesh. But asking mesh softwao to suddenly become cad and that's it makes no sense. You mean to say a 3d modeller that specializes in low poly models and animations for games should nodel in cad instead..? Lol

    • @andrzejczarnota3661
      @andrzejczarnota3661 6 месяцев назад

      They should add CAD module at least like Fusion 360 with sketch module including constrains and dimensions. This is very basic tool. Very useful even with basic 3D prints. Crucial in industrial design. Then You could go to polygons, low or hi, up to your needs, just like going from vector to bitmap. So simple. In one program, no jumping, full compatibility and one software environment. Now blender is like Virtual clay sculpting machine, no control over dimensions, no possibility of fixing or changing previous operations. Going further and using AI there should be very fluent and bidirectional workflow between parametric and polygon modeling.

    • @MattproThe
      @MattproThe 6 месяцев назад +4

      @@andrzejczarnota3661 Dude, youre really making non sense in here, you're bringing up all the CAD software features that are shared along most (if not all) CAD softwares, if you want to do cad simply move to CAD software, it's as simple as that, i do use Moi/Fusion/ Plasticity & Alias and i also use Blender, they are built for different tasks, if you mix the 2 of them into one then you're not doing any of them. If you want Nurbs in the other hand, it can be done in Blender with no problems, but Parametric Modeling is non sense for 3D polygonal softwares because there'll not be enough ram in the world to save all the cache from all the steps. In Cad you're doing 1 step at a time without fixing in between steps, in polymodeling every click you do is a feature, an adjustment, an "undo-step". Ram & SSD would freeze your pc every 2 minutes doing polymodeling parametric

    • @andrzejczarnota3661
      @andrzejczarnota3661 6 месяцев назад

      Yes, the program should evolve and contain both worlds. One program, all features.