Definitely gonna need to give this method to try. This seems to be more versatile than creasing or adding loop cuts to sharpen certain areas (where it might be a pain retopo later)
I learn soooo much about blender in every one of your videos. Despite thinking I knew it very well already, with 10 years of experience, you just come and shove things like bevel weights and mean crease in my face. Thank you!!
you don't need to set crease to 1. if you want bevels you can control you're better off using values between .1 and .45, which allows you to completely ignore the need for the bevel modifier altogether. Been doing this for years, and the best thing about using crease exclusively is you can have transitions between hard and soft very easily.
worth the monthly decals, but that critique videos are really looking enticing. I'll probably upgrade when my work isn't so shite I am willing to get it critiqued.
I wish we could have multiple mean bevel sliders so we could apply multiple bevel modifier like more segments to specific edges and just normal bevels on other edges.
But this is actually possible! You can add the edges you want to bevel to different vertex groups and then set the limit method to "vertex group" in the bevel modifier.
@@LordoftheFleas I tried that and the problem is it just doesn't work. Vertices r different than edges. Just take the default cube and add the top 4 and bottom vertices to bevel and it will bevel everything since everything is selected now.
@@nightblade178 that is the one limitation of this method because blender will bevel every edge that connects two vertices in the group. To overcome this limitation: You would have to use two separate groups, one for the top edge and another one for the bottom. Alternatively, add a horizontal edge loop separating the top and bottom loops, *before* you add them to the vertex group.
Why did you not set the shape profile for 1 if you're using bevel weights to create your control lines? That'll keep the control lines harder existing geo instead of softening them with a bevel before subd. Shape Profile 1.0 for a bevel pre-subd is the same as manually adding control loops on each side, but dynamically adjustable with the modifier.
So what happens when a Blender model with so many weights, creases, and modifiers needs to be UV unwrapped and/or sent to another application for painting, rigging, animating or rendering? Does everything need to be applied and baked in?
Thank you josh for this tutorial! It might be just what I need for my project. I’m creating the hull of a wayer 55 speed boat which has a sharp edge at the front, but that edge becomes very rounded/ smoorh at the back. A normal bevel makes all edges sharp... 🤨
Thanks a lot for the tip. However, I could not figure out why exactly is mean bevel weight preferable to mean crease. Both require exactly same number of steps, both require adding a bevel modifier, and mean bevel weight actually requires adjusting the modifier settings. Why exactly is it better?
Heya Josh, is your discord down or something? Can't seem to find it anywhere, and I reeeeally wanted help on a model I'm working at -- total beginner in hard surfaces here.
Thank you for sharing. Question: is there an artifact in Blender at 01:22 or a youtube compression glitch? I don't see it when you use the second method.
It’s an artifact. The first solution has already ran the subd modifier (hence increasing the mesh density) before the bevel was applied, so what is happening is that dense mesh causes immediate overlaps with the bevel, whereas with the second strategy the bevel is being applied first (before any increase in mesh density) then the subd next, so the overlaps aren’t as sudden (you have a lot more buffer).
@@kyliepeirce7455 "Why even suggest it?" Because they didn't know what it was, obviously. Nothing stupid about that, especially when they were literally asking a question. Imagine insulting and being a condescending prick to someone instead of explaining the very simple difference between the two. In probably less words than all of what you wrote you could have answered the question and explained the difference, which to me, is what is actually stupid.
I was literally wondering how to to just this. Non destructive and more versatile.
Definitely gonna need to give this method to try. This seems to be more versatile than creasing or adding loop cuts to sharpen certain areas (where it might be a pain retopo later)
I learn soooo much about blender in every one of your videos. Despite thinking I knew it very well already, with 10 years of experience, you just come and shove things like bevel weights and mean crease in my face. Thank you!!
you don't need to set crease to 1. if you want bevels you can control you're better off using values between .1 and .45, which allows you to completely ignore the need for the bevel modifier altogether.
Been doing this for years, and the best thing about using crease exclusively is you can have transitions between hard and soft very easily.
Thank you so much for this video! I've spent half a day trying to add bevel to my subdivided mesh, and you showed me the solution!
very good explanation .I always was using crease option.Your method - seems to be better.At least: i know the difference.
Short & simple but so very useful. Cheers Josh
I think you just helped me find an excellent solution to my current project. Thank you for sharing
these tips are really helpful, thank you. I will try this method out!
Thanks!
Super helpful! I'm going to use this method from now on.
thank you!!
Great infos for me as a beginner, thanks!
Damn wish I knew this before great tutorials from this guy thanks a heap!
thank u!
thanks for sharing your knowledge
Quick and helpful. Thanks!
Greetings from Chile
Gonna be a patreon member soon, I wanna learn from the best 🤓
worth the monthly decals, but that critique videos are really looking enticing. I'll probably upgrade when my work isn't so shite I am willing to get it critiqued.
Critiques are there for you as you progress, no shame in sharing them early!
Really helpful. Thank you!
I wish we could have multiple mean bevel sliders so we could apply multiple bevel modifier like more segments to specific edges and just normal bevels on other edges.
But this is actually possible! You can add the edges you want to bevel to different vertex groups and then set the limit method to "vertex group" in the bevel modifier.
Yeah, if only fillet sets or edge groups were a thing though.
@@LordoftheFleas I tried that and the problem is it just doesn't work. Vertices r different than edges. Just take the default cube and add the top 4 and bottom vertices to bevel and it will bevel everything since everything is selected now.
@@nightblade178 that is the one limitation of this method because blender will bevel every edge that connects two vertices in the group.
To overcome this limitation:
You would have to use two separate groups, one for the top edge and another one for the bottom. Alternatively, add a horizontal edge loop separating the top and bottom loops, *before* you add them to the vertex group.
@@LordoftheFleas oh yeah. Nice. Thanks. Still wish we could have multiple bevel weight sliders and edge groups
Do you think you could use this technique for automotive design and if so what are some things that might be negative for this technique?
Why did you not set the shape profile for 1 if you're using bevel weights to create your control lines? That'll keep the control lines harder existing geo instead of softening them with a bevel before subd.
Shape Profile 1.0 for a bevel pre-subd is the same as manually adding control loops on each side, but dynamically adjustable with the modifier.
I see your point, but the bevel is just for an edge highlight, it really doesn’t matter here.
ty ily
So what happens when a Blender model with so many weights, creases, and modifiers needs to be UV unwrapped and/or sent to another application for painting, rigging, animating or rendering? Does everything need to be applied and baked in?
Thank you josh for this tutorial! It might be just what I need for my project. I’m creating the hull of a wayer 55 speed boat which has a sharp edge at the front, but that edge becomes very rounded/ smoorh at the back. A normal bevel makes all edges sharp... 🤨
te amo, por este dato súper útil
great thanks
I personally like having two subd mods )
Thanks a lot for the tip. However, I could not figure out why exactly is mean bevel weight preferable to mean crease. Both require exactly same number of steps, both require adding a bevel modifier, and mean bevel weight actually requires adjusting the modifier settings. Why exactly is it better?
I think its where the bevel is applied which makes the difference. One is after the subD, the other is before the subD.
@@BobJones-cd9mt Thank you!
Heya Josh, is your discord down or something? Can't seem to find it anywhere, and I reeeeally wanted help on a model I'm working at -- total beginner in hard surfaces here.
this looks like the perfect way to model an ak gas block, correct me if im wrong
BEST EVER
thanks for the video man , would appreciate more videos without paid addons ?
I followed this tutorial and it turned out great. Next, I tried box cutter and it wasn't so great. Should you use booleans on Sub-D meshes?
You sure can if you handle it right, here i ran the boolean after the subd though.
@@JoshGambrell I'll give that a shot - thx!
another great vid..
Thank you for sharing. Question: is there an artifact in Blender at 01:22 or a youtube compression glitch? I don't see it when you use the second method.
It’s an artifact. The first solution has already ran the subd modifier (hence increasing the mesh density) before the bevel was applied, so what is happening is that dense mesh causes immediate overlaps with the bevel, whereas with the second strategy the bevel is being applied first (before any increase in mesh density) then the subd next, so the overlaps aren’t as sudden (you have a lot more buffer).
"and there you go"... 1:23 - the gash from hell
Well in my 2.92 blender version it works only when i switch from offset to percent in width type bevel method. Why?
Cool.
This tutorial saved me 200k polygons. Thanks! 😂😂
Man, you saved me. So fckn thank you. Like & sub
godlike and ty :3
great great great! ..only concern i have is how to keep all the information in my head these days.. way too much blender input!
Mark sharp is also an option right? Not as versatile as bevel weight though
Are you stupid? Lmfao
@@kyliepeirce7455??
@@AdityaSingh-us7eu Marking sharp is not the same as these other markings. Why even suggest it? Lmfao
@@kyliepeirce7455 "Why even suggest it?" Because they didn't know what it was, obviously. Nothing stupid about that, especially when they were literally asking a question. Imagine insulting and being a condescending prick to someone instead of explaining the very simple difference between the two. In probably less words than all of what you wrote you could have answered the question and explained the difference, which to me, is what is actually stupid.
@@asdfghjkl7507 stay mad LOL
The problem with the last method is that then you have too much geometry on the bevels, that are getting Subdivided.
Apply bool, manual cleanup, mess with weld mod or simply reduce subd resolution.
why not just insert faces to make it sharp?
im tired, i cant see some in my blender
Thats just wrong. That is never the way it is done.