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Hello how can we get the crisp look like the products animation videos of earbuds of Boult company. Can you please make a tutorial on this ruclips.net/video/caQNE_586Sc/видео.htmlsi=9HIqF0DIvqnGjw7U
You can use bevel weights with bevel modifiers in order to controll each edge individually for non-destructive modeling. So yeah I'm stikcing to my beloved bevel modifier
@@KaizenTutorialsGN assigned vertex groups have made the modifier much more flexible already. And we can look forward to the modifier accepting edge attributes.
7:30 Face strength is used for the Weighted Normals modifier. Stronger faces will maintain their flat appearance when adjacent to the weaker faces(which will look smoothed out) Like in this case at 8:53 Even despite the weighted normals modifier, the sides still aren't looking perfectly flat. They look slightly bumped out when you look at proper angle. To fix this, just make the big faces have Strong face strength and the beveled edges have Weak. (And enable usage of Face strength in the Weighted normals modifier). The difference is subtle but makes it better.
I think it's important to mentally distinguish 'form' bevels (for shape) from 'detail' bevels (for light response), and handle them separately. For convincing normals at corners, detail bevels should have an even number of segments.
Don't forget about the bevel node in the shader! It's really useful when you have far away stuff and don't want to add any geometry at all! I like to use it for wall corners. Gets rid of those sharp unrealistic junctions. And for more detailed models, you can even add noise/dirty details to the node to make it even more realistic. Great video!
I'm not a professional modeler, and I'm still learning blender, but I often bevel things and sometimes I do change the width type to percent, mainly for more precision or simply because it produces a different result that I prefer over the default type.
Personally I sometimes use the percentage bevel to increase the polygon number of a part of an object. For example an oval of only 8 sides, just put the bevel as a percentage to have more polygons (don't forget to merge by distance after the bevel). Also practical for going from a low poly to a high poly in a video game
in max there is an "alternative" to bevel workflow, you can put weight on edges, it work well becaue you can add edit poly modifier after that and still change value of weights before subdiv. That's something i miss switching to blender.
@@spartan22550 no no, you totally can do exactly that in blender, and is is extremely flexible and powerful.... and non destructive. you just have to make vertex groups, then apply your bevel modifiers to the group you want. you even can make several different bevel shapes by using different modifiers in the stack. It is very powerful, and deserve a place in this video.
@@spartan22550 no no, you totally can do exactly that in blender, and is is extremely flexible and powerful.... and non destructive. you just have to make vertex groups, then apply your bevel modifiers to the group you want. you even can make several different bevel shapes by using different modifiers in the stack. It is very powerful, and deserve a place in this video.
I’m really interested in how you made the plasticky texture in the final render, like the orange of the light coming through as if it’s somewhat transparent like if you put a light behind your thumb
You can also achieve different bevel widths non-destructively by using the 'Weight' Limit Method instead of 'Angle' inside the Bevel modifier, giving you the option to manually set bevel weights per edge.
Ngons aren't always a bad thing. If they appear on places which are flat/relatively flat and don't need to deform for animation it's not a problem usually.
@@KaizenTutorials You still get issues with the normals on flat surfaces, especially if the ngon is not a "nice" shape. These kinds of issues present themselves as weird "wobbles", especially noticeable on more reflective surfaces. Ngons also confuse the UV unwrap, often causing odd stretching and general wonkiness in UV islands. Personally I'd want to completely avoid ngons.
10:01 You always can use more than one bevel modifier with the limit method on weight and mark them if you really want a non-destructive workflow, but with a simple model like this I would go destructive with no problems.
Not really though because there's no way to define the weight on a 'per bevel modifier' basis right? I've heard about using vertex groups if you really want to stay non-destructive, but that feels cumbersome and tedious to do.
@@KaizenTutorials You're right, I forgot to talk about Vertex groups! You do need them, but it's not that complicated tho. Just take the edge you want then press Ctrl + G and assign it. I wish there was a random color highlight just like the weight for the tagged edges on each group, but it seems like there is not even in the add-on community lol
Bevel is king! Too bad Blenders bevel has been bugged for years now, messing up the UV and any edge data quite severely and they won't fix it for some unknown reason. I guess they're waiting for bevel v2 that's supposed to come to geo nodes, but that one have been postponed for a year or so now as well. Love that Blender is free and open source, but sometimes it has it's prices..
We just call Bevels "Fillets" in NURBS 3D modelling. It gets even more fun when you start playing around with G1, G2, G3 curvature etc especially in Autodesk Alias and Rhino 3D. 😄
I always use manual beveling over the modifier one cause then I have control over what edges are actually beveled as I rarley want all edges of an object beveled but just some of them. For ex the edge where 2 parts join together I mostly dont want beveled as that could look strange because the meeting edges would then curve inward and thus look like a cutout in the joint.
Unless you're printing or somesuch, separate parts are better modelled *as* separate parts. In this video, for example, the window frame should have been disconnected from the glass panes in the first place.
One of the things that "annoy" me when looking at hard surface modelers, is the complete lack of consideration to production. A cube with a cylinder on it? Unless creating actual welds, the bevel would always go the opposite way in real life; a chamfer to guide the insertion of the cylindrical piece. "Outside bevel" everything may cause better highlight catching, but it sure isn't "realistic" from a production (of the piece) standpoint. Also don't forget about the 0.75 superellipse, it creates a much better curvature comb, a smoother transition from flat to curve. I also often end up with shading artefacts; across long polygons due trying to keep things low poly for efficiency, or inability to keep faces flat (no smoothing) that should appear flat. I have come to love the bevel node; it does a good enough job for distant objects (all of my objects are distant - enough - anyway), and you get to add noise to it (like after a deburr operation) with no additional geometry whatsoever. I really wish the bevel operator/modifier had the option to create the last segment tangent to where it connects to. More geometry, but cause no further issues. Note that bevels in a polygon modeler will always be extremely rudimentary compared to what you can achieve in i.e. Solidworks surface modelling.
@@KaizenTutorials I don't mean strictly about creating for fabrication and documentation purposes, but the idea of creating production plausible models for 3D rendering. Especially as far as metal machining goes. Sheet metal have some considerations, milling and lathing others, whereas plastic molding has yet other considerations. We already try to accomplish plausible materials, so why not objects?
very rarely I'll use the percentage profile due to the specific model not going as extreme ith the default (might've just done something wrong but I haven't had that problem in a while)
Yeah they do! But thats not what I meant. I meant theres no beveled transition between the glass and the wood for example! And if there is its a separate object like the sealant.
destructive modelling is dangerous. We should try to avoid it as much as possible. The last method you didn't showcase in this video is the vertex group applied to the bevel modifier. this is extremely powerful, and very flexible. plus it is non destructive and fully procedural. the best of both worlds.
@@jo_kil9753 dangerous because you cannot go back easily. you need several backups along the way, and it is a pain to manage, plus you will have to redo everything else when starting again from an outdated backup. working procedurally should be the very first priority in any workflow (true in any software! and not only 3D), whenever it is possible, this is far more flexible, and easy to correct.
Manual bevels can't hurt you, but they can make you lose a lot of time as they are destructive. That means if you do some bevels, continue working on your model and change your mind, removing said bevels is a pain in the ass
Well yeah. You can always use a bevel modifier to preview stuff. But once you're set, manual bevels just look inherently better and more real. Plus this is also why I say use bevels with 2/4/6 segments, since removing these is a LOT easier to do than using uneven amounts.
@@KaizenTutorials I came from a CAD background, so the idea of modeling something you cannot undo with one clic is enough to give me goosebumps. furthermore, the fact that even with the possibility to do it very accurately and precisely in a procedural manner (vertex groups), some will still prefer to do it destructively is totally crazy to me. Now, it's ME with my personal background, and also if what you said last is correct (applying it manually look better and more real), yeah it worth the shot.... but I will probably still not do it destructively 90% of the time. (I said 90%, because when you work with converted cad data, sometimes you don't have the choice). again, it's only me, but I think that "avoid working destructively as much as possible and do it procedurally whenever possible"is a VERY good rule to live by.
Is it good solution to use bevel node in material editor for simlation these small radiuses? Some times i have shity topology And bevel modifier doesnt work or sometimes i have teselated data from CAD. Quality Is worse or it Is effect rendertimes more?
The M1 MacBooks are extremely good for Blender, quite overpowered really (I was using Blender on a 2010s era MacBook Pro Intel for a few years). For strictly modelling, the hardware requirements are quite low.
That's actually quite easy. To find the middle mouse, first you need to look around your table. Locate the right mouse. Then the left one. Continue elliminating mice the closer you get to the middle. The last one to be elliminated is the middle mouse. Personally, i use 4 mice, in my workflow 😂😂😂
Hello @kaizentutorials how can we get the crisp look like the products animation videos of earbuds of Boult company. Can you please make a tutorial on that?
Hmm yeah there's quite a bit of competition. I'd say; 1st try getting as good as possible at whatever you want to do with 3D. Then work on a portfolio and presenting yourself in a professional manner. With that in hand finding work should be possible for sure!
Tumbnail be like: Beginner: Cool black backround but bad angle Pro: Orange background goes almost absolute white in the centre, the model looks like it`s unevenly cut in photoshop, 800x600 resolution, but camera angle is goood. No offense, I just have my own quirks Also thank you for explaining more about bevels. Never knew that it was possible to control bevel modifier with weights
Like how I learned just today when i wanted to remove a bevel at the bottom end of a table leg. You mark all faces of the bevel and then select Dissolve faces in the delete menu and it will be removed.
lol in Dutch we always call this time of year 'komkommer tijd' or cucumber time. Apparently because for cucumber farmers its really busy, while everybody else is taking vacation and chilling.
Hey can u make an video on how to create sky because in RUclips non videos show how actually create custom sky in blender they show use image or use sky texture node or addons that not good ,can u make an video? It will be helpful for me,but seems like you I'll ignore my message
That was very interesting! The more I study 3D modeling and architecture (as an amateur at both), the more I realize we do not observe stuff at all Who would've thought there were so many different bevels on such a simple item as a drinking cup lid?
Thanks! Yeah real life objects are far more complex than they seem. Once you try recreating them in 3D you really start appreciating shapes and finishings on actual objects!
@@KaizenTutorials yep. It won't help you animate or render or have decent topology but if you want a solid object to look good then cad sure does make that easy. Bevels/chamfers and fillets generally make stuff stronger too which is the main reason I use them so much.
Want to learn Blender, for example for Filmmaking? Check out Skillshare now through my link and get 1 month FREE! Skillshare skl.sh/kaizentutorials08241
🎉 awesome 🎉
Hello how can we get the crisp look like the products animation videos of earbuds of Boult company. Can you please make a tutorial on this ruclips.net/video/caQNE_586Sc/видео.htmlsi=9HIqF0DIvqnGjw7U
I love edging in blender
xD
kid named blender
@@Gunner98 💀
SAME
no one would use blender if it wasn’t free.
Not sure if it was talked about but make sure to apply your objects scale before bevelling.
Good one! This is good practice in general btw.
This is like the first lesson of Blender 101. I feel like it would be redundant to put it in front of every video
Why am I watching a whole video about beveling? And why is it actually interesting? 😂
I guess… it keeps you on edge 😏
@@KaizenTutorials 😮😮😮😮😮😮😮😮
@@KaizenTutorials Ouch! That was sharp.
@@KaizenTutorials😂😂😂I see what you did there
These replies are gold 😂
You can use bevel weights with bevel modifiers in order to controll each edge individually for non-destructive modeling. So yeah I'm stikcing to my beloved bevel modifier
Yeah you can! Its just a lot less flexible imo.
@@KaizenTutorials Still thank you for the video! I see benefits of both teachniques, they are each unique in their own way :)
@@KaizenTutorials cap! You can go back whenever you want
@@KaizenTutorialsGN assigned vertex groups have made the modifier much more flexible already. And we can look forward to the modifier accepting edge attributes.
can you do both? for example using a bevel modifier and beveling some edges with ctrl + b does that even work?
7:30 Face strength is used for the Weighted Normals modifier.
Stronger faces will maintain their flat appearance when adjacent to the weaker faces(which will look smoothed out)
Like in this case at 8:53
Even despite the weighted normals modifier, the sides still aren't looking perfectly flat. They look slightly bumped out when you look at proper angle.
To fix this, just make the big faces have Strong face strength and the beveled edges have Weak.
(And enable usage of Face strength in the Weighted normals modifier).
The difference is subtle but makes it better.
Finally an answer! Thanks!
I think it's important to mentally distinguish 'form' bevels (for shape) from 'detail' bevels (for light response), and handle them separately. For convincing normals at corners, detail bevels should have an even number of segments.
Don't forget about the bevel node in the shader! It's really useful when you have far away stuff and don't want to add any geometry at all!
I like to use it for wall corners. Gets rid of those sharp unrealistic junctions. And for more detailed models, you can even add noise/dirty details to the node to make it even more realistic.
Great video!
I'm not a professional modeler, and I'm still learning blender, but I often bevel things and sometimes I do change the width type to percent, mainly for more precision or simply because it produces a different result that I prefer over the default type.
Personally I sometimes use the percentage bevel to increase the polygon number of a part of an object. For example an oval of only 8 sides, just put the bevel as a percentage to have more polygons (don't forget to merge by distance after the bevel). Also practical for going from a low poly to a high poly in a video game
*"The Power of Bevel compels You"* ...... everytime
That's funny because in Dutch 'bevel' means 'to force or obligate'. 😊
the messi looks great 😁😁😁
in max there is an "alternative" to bevel workflow, you can put weight on edges, it work well becaue you can add edit poly modifier after that and still change value of weights before subdiv. That's something i miss switching to blender.
Isn't that similar to using the modifier with the weight type instead of angle?
@@spartan22550 no no, you totally can do exactly that in blender, and is is extremely flexible and powerful.... and non destructive.
you just have to make vertex groups, then apply your bevel modifiers to the group you want. you even can make several different bevel shapes by using different modifiers in the stack. It is very powerful, and deserve a place in this video.
@@spartan22550 no no, you totally can do exactly that in blender, and is is extremely flexible and powerful.... and non destructive.
you just have to make vertex groups, then apply your bevel modifiers to the group you want. you even can make several different bevel shapes by using different modifiers in the stack. It is very powerful, and deserve a place in this video.
The quality of this video is like I'm watching a movie itself. Thank you so much.
I’m really interested in how you made the plasticky texture in the final render, like the orange of the light coming through as if it’s somewhat transparent like if you put a light behind your thumb
You can also achieve different bevel widths non-destructively by using the 'Weight' Limit Method instead of 'Angle' inside the Bevel modifier, giving you the option to manually set bevel weights per edge.
Yep as I said in the video. Its just a lot less flexible than manual bevels.
@@KaizenTutorials Oh shoot, I must have completely zoned out, now I see, mb. Banger video as always then
@@KaizenTutorials but also a lot more destructive, which is a no go in a modern production setting
Woah learned a lot of new things from this great video, I hope you kaizen will soon reach 200K
Thanks a lot!
How do you solve the ngons that get created from beveling?
At 10:52 you created an ngon near the back of the model.
Ngons aren't always a bad thing. If they appear on places which are flat/relatively flat and don't need to deform for animation it's not a problem usually.
@@KaizenTutorials
You still get issues with the normals on flat surfaces, especially if the ngon is not a "nice" shape. These kinds of issues present themselves as weird "wobbles", especially noticeable on more reflective surfaces.
Ngons also confuse the UV unwrap, often causing odd stretching and general wonkiness in UV islands.
Personally I'd want to completely avoid ngons.
Bevels are sick
A day not beveled is a day not lived!
10:01 You always can use more than one bevel modifier with the limit method on weight and mark them if you really want a non-destructive workflow, but with a simple model like this I would go destructive with no problems.
Not really though because there's no way to define the weight on a 'per bevel modifier' basis right? I've heard about using vertex groups if you really want to stay non-destructive, but that feels cumbersome and tedious to do.
@@KaizenTutorials You're right, I forgot to talk about Vertex groups! You do need them, but it's not that complicated tho. Just take the edge you want then press Ctrl + G and assign it. I wish there was a random color highlight just like the weight for the tagged edges on each group, but it seems like there is not even in the add-on community lol
You can also bevel on a material level, this is great for adding bevels to very sharp edges without adding any polygons.
Bevel is king! Too bad Blenders bevel has been bugged for years now, messing up the UV and any edge data quite severely and they won't fix it for some unknown reason. I guess they're waiting for bevel v2 that's supposed to come to geo nodes, but that one have been postponed for a year or so now as well. Love that Blender is free and open source, but sometimes it has it's prices..
Octane render gives you rounded edges on materrial level. Way more convenient and less polygons. And I guess a lot of renderers now do
Thats pretty cool! Blender does have something similar but its not as good as actual bevels in my experience
@@KaizenTutorials It always depends on the situation, I guess
We just call Bevels "Fillets" in NURBS 3D modelling. It gets even more fun when you start playing around with G1, G2, G3 curvature etc especially in Autodesk Alias and Rhino 3D. 😄
Fillets in CAD software packages is so satisfying usually!
truer words were never spoken!🙌🏼
I always use manual beveling over the modifier one cause then I have control over what edges are actually beveled as I rarley want all edges of an object beveled but just some of them. For ex the edge where 2 parts join together I mostly dont want beveled as that could look strange because the meeting edges would then curve inward and thus look like a cutout in the joint.
Unless you're printing or somesuch, separate parts are better modelled *as* separate parts. In this video, for example, the window frame should have been disconnected from the glass panes in the first place.
One of the things that "annoy" me when looking at hard surface modelers, is the complete lack of consideration to production. A cube with a cylinder on it? Unless creating actual welds, the bevel would always go the opposite way in real life; a chamfer to guide the insertion of the cylindrical piece. "Outside bevel" everything may cause better highlight catching, but it sure isn't "realistic" from a production (of the piece) standpoint. Also don't forget about the 0.75 superellipse, it creates a much better curvature comb, a smoother transition from flat to curve.
I also often end up with shading artefacts; across long polygons due trying to keep things low poly for efficiency, or inability to keep faces flat (no smoothing) that should appear flat. I have come to love the bevel node; it does a good enough job for distant objects (all of my objects are distant - enough - anyway), and you get to add noise to it (like after a deburr operation) with no additional geometry whatsoever. I really wish the bevel operator/modifier had the option to create the last segment tangent to where it connects to. More geometry, but cause no further issues.
Note that bevels in a polygon modeler will always be extremely rudimentary compared to what you can achieve in i.e. Solidworks surface modelling.
You're right. If we're talking production using Blender in general isn't the best idea. CAD softwares likes Solidworks are way more suitable for that.
@@KaizenTutorials I don't mean strictly about creating for fabrication and documentation purposes, but the idea of creating production plausible models for 3D rendering. Especially as far as metal machining goes. Sheet metal have some considerations, milling and lathing others, whereas plastic molding has yet other considerations. We already try to accomplish plausible materials, so why not objects?
Back with another W
Thanks!
I wonder how it would look with thr subdivided modifier. Imma give it a try tonight!
very rarely I'll use the percentage profile due to the specific model not going as extreme ith the default (might've just done something wrong but I haven't had that problem in a while)
yeah i know from my starting thank good
Older real windows do have a bevel it’s called caulking, which creates roughly a 45 degree angle all the way around the glass.
Yeah they do! But thats not what I meant. I meant theres no beveled transition between the glass and the wood for example! And if there is its a separate object like the sealant.
7:40 i'm not getting the apply preset option after doing that does anybody know why? nvm i just forgot to add segments
how do you get the white outlines when beveling?
im not sure I follow what you mean. But you can enable permanent wireframes in the viewport overlays.
Select sharp edges?! Awesome thanks
destructive modelling is dangerous. We should try to avoid it as much as possible. The last method you didn't showcase in this video is the vertex group applied to the bevel modifier. this is extremely powerful, and very flexible. plus it is non destructive and fully procedural. the best of both worlds.
why would it be dangerous?
@@jo_kil9753 dangerous because you cannot go back easily. you need several backups along the way, and it is a pain to manage, plus you will have to redo everything else when starting again from an outdated backup. working procedurally should be the very first priority in any workflow (true in any software! and not only 3D), whenever it is possible, this is far more flexible, and easy to correct.
Manual bevels can't hurt you, but they can make you lose a lot of time as they are destructive. That means if you do some bevels, continue working on your model and change your mind, removing said bevels is a pain in the ass
Well yeah. You can always use a bevel modifier to preview stuff. But once you're set, manual bevels just look inherently better and more real. Plus this is also why I say use bevels with 2/4/6 segments, since removing these is a LOT easier to do than using uneven amounts.
@@KaizenTutorials I came from a CAD background, so the idea of modeling something you cannot undo with one clic is enough to give me goosebumps. furthermore, the fact that even with the possibility to do it very accurately and precisely in a procedural manner (vertex groups), some will still prefer to do it destructively is totally crazy to me. Now, it's ME with my personal background, and also if what you said last is correct (applying it manually look better and more real), yeah it worth the shot.... but I will probably still not do it destructively 90% of the time. (I said 90%, because when you work with converted cad data, sometimes you don't have the choice).
again, it's only me, but I think that "avoid working destructively as much as possible and do it procedurally whenever possible"is a VERY good rule to live by.
New pronunciation for chamfer just dropped!
Haha whats the right way then? Im not a native speaker obviously
@@KaizenTutorials_tshempfuh_
great tutorial
Thanks a lot!
Is it good solution to use bevel node in material editor for simlation these small radiuses? Some times i have shity topology And bevel modifier doesnt work or sometimes i have teselated data from CAD. Quality Is worse or it Is effect rendertimes more?
It can definitely work! But it's not good practice for models that need to be exported sometimes.
How i can bake decals with procedural textures because i am modeling a GPU for my client and don't wanna model everything so i am using decals.
ruclips.net/video/G5soIHt7ofU/видео.html and ruclips.net/video/vMQROGrJiF4/видео.html
What kind of laptop do you recommend for beginners and is MacBook m1 pro enough for learn modeling?
Yep! Any laptop that can run Blender is good enough to begin with.
The M1 MacBooks are extremely good for Blender, quite overpowered really (I was using Blender on a 2010s era MacBook Pro Intel for a few years).
For strictly modelling, the hardware requirements are quite low.
Konnichiwa ! yashashi tutorial ❤,, Arigato ❤
hi bro, I want to ask you. I don't know middle mouse.Can you answer me please where the middle mouse is.
For most mouses this would be clicking on your scroll wheel.
@@KaizenTutorials thanks bro💪
That's actually quite easy. To find the middle mouse, first you need to look around your table. Locate the right mouse. Then the left one. Continue elliminating mice the closer you get to the middle. The last one to be elliminated is the middle mouse.
Personally, i use 4 mice, in my workflow 😂😂😂
Hello @kaizentutorials how can we get the crisp look like the products animation videos of earbuds of Boult company. Can you please make a tutorial on that?
Great models, but more importantly even greater lighting and camerawork!
I work at Blenderbottle! Thanks for the spotlight 😂
I have a intel(R) Uhd gpu but i cant use it in blender, what to do? Its says i gave no compatible gpu, any idea on this or do i have any other option?
Ah yeah that basically means its outdated or not supported. Sadly not much to do about it though…
Top notch again
Thanks!
Hello, I have been in 3D slightly more than 2 years, but I can't find a job or anything can bring some money, any advices?
Hmm yeah there's quite a bit of competition. I'd say; 1st try getting as good as possible at whatever you want to do with 3D. Then work on a portfolio and presenting yourself in a professional manner. With that in hand finding work should be possible for sure!
Very good video :)
Thanks!
Tumbnail be like:
Beginner: Cool black backround but bad angle
Pro: Orange background goes almost absolute white in the centre, the model looks like it`s unevenly cut in photoshop, 800x600 resolution, but camera angle is goood.
No offense, I just have my own quirks
Also thank you for explaining more about bevels. Never knew that it was possible to control bevel modifier with weights
i expected nothing and i'm happy now
Haha awesome!
Actually I am enjoying 12 min video just for bevel modifier damn:😂
Hahaha
1:08 When you are too passionate about 3D... you may miss some English lessons. 😆
an*
How do you define "alt-right"?
the opposite of alt-left? Lol no idea what you mean
What happens if you don’t like the bevel later.
Thats an issue yeah, using the modifier initially can help visualize and then do the manual bevel later on.
Like how I learned just today when i wanted to remove a bevel at the bottom end of a table leg. You mark all faces of the bevel and then select Dissolve faces in the delete menu and it will be removed.
topology 🎉
4:47 literally me after the homies are absent:
lol in Dutch we always call this time of year 'komkommer tijd' or cucumber time. Apparently because for cucumber farmers its really busy, while everybody else is taking vacation and chilling.
unbevelable👍
hahah love it
Please help: how to apply displacement map of pbr texture to a cube - all faces? the edges of the cube move apart...
Hey can u make an video on how to create sky because in RUclips non videos show how actually create custom sky in blender they show use image or use sky texture node or addons that not good ,can u make an video? It will be helpful for me,but seems like you I'll ignore my message
I'm probably not doing another video on skies, but I have a video on how to do a day and night cycle in Blender. Maybe that's useful.
yaa im messy🤐 some time 6:00
"Because nothing in real life is 100% sharp"
Nope, nothing is that sharp indeed.
6:00 Not Messi bruh😭
Haha 😝
i guess i gotta go bevel everything now...
Yupppp!
First to like, comment and then watch
Awesome!
That was very interesting! The more I study 3D modeling and architecture (as an amateur at both), the more I realize we do not observe stuff at all
Who would've thought there were so many different bevels on such a simple item as a drinking cup lid?
Thanks! Yeah real life objects are far more complex than they seem. Once you try recreating them in 3D you really start appreciating shapes and finishings on actual objects!
ya'll are making realistic objects in blender?
i always just made freaks of nature lmao
Really interesting! But... for real- Does someone know what the F- Face Strength does? 😂
Yeah for real for real. What does it do?!
aha seems someone changed video editor☺
Nope still only me 😅
I can help😅@@KaizenTutorials
Same
I use bevels all the time in cad. Much easier there.
CAD is definitely better suited for hard surface modeling!
@@KaizenTutorials yep. It won't help you animate or render or have decent topology but if you want a solid object to look good then cad sure does make that easy.
Bevels/chamfers and fillets generally make stuff stronger too which is the main reason I use them so much.
sup im here
yooooo the OG
thumbnail is so bad. especially with the small arrow pointing at the obviously obscured corner.
But… you clicked it tho?!
Sir please provide me your blender full course in Hindi language please sir…
Check my previous comment
So, the trick is?
bevels bevels bevels
Sir i am big fan your projects i request please your videos post to be in Hindi language please sir.please sir..
If and when YT allows multi-language uploads I'll be sure to include Hindi as one!
:D