@@chrisprenn Please Upload more Blender 2.83 modeling tutorials, and a hard surface modeling tutorials series for beginners and Intermediate Individuals would be appreciated, thank you for everything you do ♥️
Yes, it got popular again after years of polygonal techniques. When I started with 3ds2 backin the day we only had the lathe modifier no poly modelling or at least no smoothing modifiers. Later polycage modelling became popular, because it gave more control and was simply fun. I still use both teckniques combined.
It's not rare that watching a blender tutorial blows my head by how much you can do. This tutorial is one of them. And extremely clear, thank you so much
this is one of those classic videos where you have a suspicion something can be done in Blender, but watching somebody actually do it is a great help. Thank you
Mr Chris prenninger i can't thank you enough for this valuable break up video. I learned a lot. I learned from this one video more than i have from watching many other in a whole year ! Most tutorial makers were always starting from a default cube and would show applying modifiers and such on that poor cube only ! I had a hard time grasping the practical application of modifiers earlier. This video taught me very clearly. Please make more and more such videos on real products like this.
when making the zoom part, i think its easier using an 'array' modifier and a 'simple deform' instead of 'curve' modifier. that's because the simple deform will make the start of the array meet the end of it perfectly without needing to tweak it to match.
I find it sad to read the comments section full of things like "it's mind blowing what you can do in blender", or "I didn't think this was possible in blender". Guys/Girls, this is one of the 3 basic modeling techniques to learn, and it is available in any serious 3D software, like Blender, 3DS Max, Mays, C4D, AutoCAD, etc. It's called "Curves modeling" and is a part of the trio - Nurbs, Curves, Poly. It's not sad that people find this fascinating, or they are astonished by the power of blender. The sad thing is lack of proper education, a sort of syllabus. Chris has done a brilliant job in this video, he's introduced us to Curves modeling, but there is so much more. This is one of those pain areas of self-learning where there is no specific guideline on what to learn first. As a thumb rule, learn about curves modeling before jumping into quad modeling. Anyway, good video Chris. Thank you for sharing it with us 🙏🏻😇
Thanks a lot for the tutorial - I enjoyed learning your tricks. A few notes you or your viewers might find useful: 1. While vertex groups give you maximum control over a Bevel mod (as you demonstrated while creating the main shape of the lens), it’s often easier to use the modifier in the Vertices Only mode and adjust the Mean Bevel Weight of individual vertices (in the n-menu), thus, applying the same Bevel mod to the different vertices to a differing degree. 2. You can use the Screw modifier as a sort of improvised ‘extrude modifier’: if you set the appropriate axis and the angle to 0, then the Screw parameter extrudes whatever you have in a linear fashion (instead of twisting, as the Screw mod is normally used). For instance, you can extrude a single edge into a plane in this way. This allows you to create complex surfaces retaining a lot of control and editability. (For example, I modeled the rubber ridges not as you did, but my mocking up a general shape (depth) of one ridge by extruding a single vert, then beveling the result with a Bevel mod in the Vertices Only mode, extruding it with a Screw mod, then making an array out of it, then solidifying it, then bending it (see 3.)). 3. A simpler way to bend an array into a circle is to use a Simple Deform modifier and its Bend option. I'm looking forward to part 2. Thanks again.
I would love to see a video of your technique if you wouldnt mind. Also, he relaseed part 2 the same day as this part 1! Here you go ruclips.net/video/YclX1A9bkEE/видео.html
Hey I'm trying to figure out how to do point one here. I set the bevel weight of a single vertex in edit mode. However nothing happens. It will only show me a result when I switch to vertex mode (insetad of edge) which makes sense since I'm just selecting a vertex. But this just gives each vertex a bevel which is not what I want. The only way to get it to work now is to add a vertex to a vertex group as shown in the video. It would be so much easier if we were able to set the weight of a vert and it would translate over to that full edge bevel while keeping the screw modifier there.
@@benjaminvos3365 Not sure I understood what you're trying to do and what is the problem but my guess is this. You need to switch the modifier (in the modifier options pane) to vertices, and change the Limit Method from 'Angle' (the default one) to 'Weight' (the same, in the modifier options pane). Then the modifier will affect only the vertices with the bevel weight above 0. Hope this helps.
@@dommafia Sorry, I missed your comment. I don't make tutorials but I remember that Chris made a video exploring pretty much the same technique I described in my comment afterwards. I failed to find it now (maybe he deleted it) but I myself learned it from Chipp Walters's tutorials or his course on parametric design in Blender (called NITROX3D) available on Blender Market.
But let me say to both of you that all these techniques are already obsolete. All the workflow is (still does no harm to understand the modifiers, though). Now, if you want to do parametric design in Blender, you should learn geometry nodes. They're the future. And it's better to start now, before they get too dauntingly complicated. The best channels I know covering it are Erindale and Default Cube here on YT.
Great Tutorial! You might want to try the 'Fit Curve' Fit Type in the Array Modifier to avoid guessing how many instances need to be placed in the circle.
Yes, I can confirm, I learnt something new today :-) Thank you very much for this tutorial! It took me a while, though, to realize that I had to activate some add-on to be able to add a single vertex to an empty plane - "my" add context menu didn't show the corresponding menu item in the beginning, but in your video I could clearly see them. Finally, after some thinking and head-scratching, I found this hint to the add-on in the Blender manual when searching for "add single vertex".
sir sir sir sir sir sir sir sir sir you're probably the best blender user i've ever followed so far when it comes to modelling you rely on intelligence and practicality to do everything with and i quote as little time as possible and i can't even express how much this video has helped me so THANK YOUUU and please the more you can upload on this subject the better
Thanks a lot for showing this, as someone aiming to start using Blender in a professional setting, this is tutorial is great. Can draw many parallels with 3dsmax already.
Im new to Blender (spent the last month trying to grasp the workflow and tools) and many times Ive thought of giving up; but watching the amazing results you achieve and better yet, your sharing step by step of the process, I decided it's worth keeping up with Blender all the way in, thank u very much!
so glad I stumbled on this. One of my first models was of a lens (the 70-200) and I can see already how I made it a lot of extra work, by not using modifiers enough. Like using 'checker deselect' and trying to extrude the 'ribs' on the focus ring, instead of modelling 1 rib and using an array. Very nice tutorial. edit: if you modelled the internal lenses precisely, does that mean you can look through the lens in a scene and see a zoomed-in view of the objects it's facing?
the sharp edges along the cylinder around 3:25 are there because you selected both edge loops and it selected the edges made between the points from those two edge loops as well, if you set the crease for each edge loop separately you get what you look for
Very good stuff. I'd been watching about non destructive but nothing has made it this clear. (I'd been watching the Nitrox 3D workflow which is similarly awesome). Can't wait to watch the whole series!
Hello Chris, PERFECT THICKNESS AND DIFFERENT COLORS ON ANY OBJECT, To get a perfect dynamic thickness copy the outside shape of the object, Then move the copy on the X axis, Then select each vertex from Left to Right, Select 4 vertex and press F to create a face, Do THIS for the rest of the object, With this you have the object with thickness and faces, Then you can manipulate it as you need it... Thank you fort the GREAT tutorials.
Just a quick tip, at 3:20 you creased the line edges connecting the two circular edge loops, that's what caused the weird looking shading. This can be avoided by either creasing each circular edge individually or just using edge select mode.
Good question, in fact I asked an almost similar question while studying modeling techniques at college. My professor explained things with a unique analogy, he compared modeling techniques to cooking techniques. In his words "you can cook a pizza on stove, in an electric oven, in a gas oven, or in a traditional stone oven. The texture, speed, taste and quality of your pizza will vary, and different styles will have different level of comfort for you. Similarly you can model an object using any technique, it all depends on how comfortable you are with the application and how quickly you can deliver". Different modeling techniques can be used for different modeling processes. Hard surface modeling depend heavily on booleans and bevels, while character modeling can utilise a combination of Sub-D, Boolean and Bevels, Sculpting etc. This process of modeling falls under "Curves modeling", and usually is a branch taught before quad/poly modeling to introduce the challenges, pros and cons, and different modifiers to the student. After the students have familiarised themselves with different modifiers, learnt how to use and manage modifier stacks, we move to quad/poly modeling techniques. There are no specific rules to model an object or character in a 3D software. It's all about understanding the workflow, and easy management of the pipeline. Our final goal is to deliver on time, a perfectly usable geometry so that the texturing artists can do their job with ease (considering you specifically focus on modeling only). In case you are the modeling, texturing, lighting and rendering artist, all in one, then the goal changes to easing up the workflow, and to increase speed utilising different techniques to model an object without bad geometry.
Thank you! The information is systematized and presented in an understandable way. It would be great to see tutorials on modeling various technical devices. Respect from Russia.
This is a very pleasant and time saving workflow in creating technical high symmetry objects. Generally I like non destructive workflows very much and I wish this would be better supported also by image editing programs like Gimp. Thank you very much!
In Photoshop at least you can do a lot non-destructively with adjustment layers with masks. You can change or re-order adjustments any time you like and change where they apply by changing the mask. I've missed this workflow a lot in other tools. For photo editing as a subset of image editing, non-destructive editing is luckily the norm with tools like darktable.
16:35 And, we can also use bevel weights for each individual vertices instead of multiple bevel modifiers (which, if we want to edit any one vertex, we would have to look around for that specific modifier which controls that vertex).
Thanks for this. Great tutorial. Not always easy to know all the right techniques to use to gain the non-destructive modeling. Definitely learned a lot of useful techniques and tips.
Hello! I am workin' in Cinema 4D (just started to learn the Blender). One day I accidentally noticed an interesting feature - material on the object is a tag, you can apply it to the faces. In this scenario 17:35 in Cinema 4D you can do next steps: 1. Make a copy of the object. 2. Convert it from rotation into polygonal 3. Apply materials to the faces as you want 4. Copy this tag from polygonal object to the original parametric object and it will match this "fake" faces. Maybe there is such a loophole in the blender too?
I should try it, but couldn't you have used a mirror mod on the focus ring(s) so you just had to make one half. You could apply a mirror after curving it around the lens?
WOW My compliments such a magnificent tutorial....At frame 8:39 you show 2 different ways to add volume...is there any reason or advantage why you chose the second option over the Solidify Modifier...it just seems like extra unnecessary work
Hi Chris, can you explain more in detail why don't use Solidify modifier and instead why we have to close the vertex path? Thanks in advantage for a reply!
Wow this is honestly amazing... Maybe blender is actually usable even for CAD design? I have to investigate further (I'm used to freecad and how it works...). Considering all the other features blender has, using it also for technical/parametric modeling would be awesome. Thank you so much for this tutorial.
You can be very proud of your work! I would like to learn Blender but is hard to migrate from CADs like SolidWorks, FUSION360, etc.... to Blender as we don`t have control of, even, zoom, especially is very hard to measure things precisely
Dear Mr. Chris Prenniger, first of all, thank you so much your very useful tutorials include so many effort by you. Personally I've got so many new information. A small note from my side: In 4:00, to get sharp edge back after "Subdivision" modifier, we select vertex with ALT + LMB in "edit mode" and give value "1.00" to "Mean Crease". My finding by chance: if we choose "edge" instead of "vertex", then "Smooth Shade" does not get effect or cause artifact. So, we don't need to make "Loop-Cuts" for getting sharp edges back. Would you like to confirm if this information correct one? :) PS: Beside of this, of curse, your unique method of non-destructive design is the best! :)
Hello! Yes, creasing works great when working in the sub-d workflow ... but with the non-destructive (modifier-based) workflow shown in these tutorials the creases have no useful effect...
Its called "Nurbs Modelling" in Maya and since I came from Maya I was always confused why blender people always used mesh/poly geometry to model everything. Of cause you cant compare Maya's overwhelming Nurbs Toolset to blender but I really hope this will make some progress as well as blenders particle node system. For my simple 3D task I already left Maya for Blender :)
excelent job. so many times i fond people doing tutorials let their accent slide too much (i would be a fool to claim my own aussie accent isn't prominet at times :P). However, despite the obvious accent, within the first 2 mins of the video i can tell that you are clear with your words far more so than others ive seen. normally i struggle to understand everything being said in unfamiliar accents but here that is NOT the case. As for the tutorial itself, i look forward to watching it as despite years of experience with blender i do struggle a but at "non destructive" and organic modeling. Hope this helps shed some light on at least one of those for me :D
I've tried to recreate this with the techniques that I know and what I did was less efficient than yours. At 23:22 you used curve, but I used simple deform modifier there which bends at 360 degrees on Z axis.
Another way could be to move the Array Object to its position in Edit Mode (the origin needs to be at 0, 0, 0), then add an empty, and in the array modfier turn of "Relative Offset" and turn on "Object Offset" and select the empty. Then if you have e.g. an array count of 130 you select your empty, and in the 'N' side bar menu go to the rotate z axis and type in 360/130 and et voila you have a perfect closed ring of your 130 objects.., It's a bit math.., if you have just 25 then you type in 360/25.. and so on. ^^
do you need to assign new vertex group and new bevel modifier to the each edge even if parameters (crispness) of the edge is the same? I was trying to add the same vertex group with bevel to few edges at once but I'm getting "funky" results.
May be a dumb idea, but how about this for adding materials: You first model the line, as you did here, then apply a screw modifier to that (e.g. at a 10 degree angle but creating only one extra copy) that way you have a triangular slice of the model which has faces, then apply your materials, and then you have a second screw modifier to repeat that?
Note: You need to enable the "Add Mesh Extra Objects" add-on (shipped with Blender) to add a single vertex in edit-mode
or press m to merge all together
thank you
We need more parametric non-destructive modeling tutorials.
i know! ... so much to do, so little time :(
@@chrisprenn Please Upload more Blender 2.83 modeling tutorials, and a hard surface modeling tutorials series for beginners and Intermediate Individuals would be appreciated, thank you for everything you do ♥️
、Artistry Minds Studios
Great tutorial. Non-destructive workflow is growing popular. Please more non-destructive tut . Thanks a lot.
Yes, it got popular again after years of polygonal techniques. When I started with 3ds2 backin the day we only had the lathe modifier no poly modelling or at least no smoothing modifiers. Later polycage modelling became popular, because it gave more control and was simply fun. I still use both teckniques combined.
It's not rare that watching a blender tutorial blows my head by how much you can do. This tutorial is one of them. And extremely clear, thank you so much
THX :)
this is one of those classic videos where you have a suspicion something can be done in Blender, but watching somebody actually do it is a great help. Thank you
Mr Chris prenninger i can't thank you enough for this valuable break up video. I learned a lot. I learned from this one video more than i have from watching many other in a whole year ! Most tutorial makers were always starting from a default cube and would show applying modifiers and such on that poor cube only ! I had a hard time grasping the practical application of modifiers earlier. This video taught me very clearly. Please make more and more such videos on real products like this.
I am watching this for the second time. This technique is revolutionary. So simple yet so powerful. It eliminates so many steps..!
when making the zoom part, i think its easier using an 'array' modifier and a 'simple deform' instead of 'curve' modifier. that's because the simple deform will make the start of the array meet the end of it perfectly without needing to tweak it to match.
your tutorials are pretty crispy
You mean chrispy🤣
@@abdulrameez8015 beat me to it xD
@@danjeyowtub 🤣
I find it sad to read the comments section full of things like "it's mind blowing what you can do in blender", or "I didn't think this was possible in blender". Guys/Girls, this is one of the 3 basic modeling techniques to learn, and it is available in any serious 3D software, like Blender, 3DS Max, Mays, C4D, AutoCAD, etc. It's called "Curves modeling" and is a part of the trio - Nurbs, Curves, Poly.
It's not sad that people find this fascinating, or they are astonished by the power of blender. The sad thing is lack of proper education, a sort of syllabus. Chris has done a brilliant job in this video, he's introduced us to Curves modeling, but there is so much more.
This is one of those pain areas of self-learning where there is no specific guideline on what to learn first. As a thumb rule, learn about curves modeling before jumping into quad modeling.
Anyway, good video Chris. Thank you for sharing it with us 🙏🏻😇
I had several words to express how I feel about this tutorial, but I chose one: fascinating.
Thx ♥️
Thanks a lot for the tutorial - I enjoyed learning your tricks. A few notes you or your viewers might find useful:
1. While vertex groups give you maximum control over a Bevel mod (as you demonstrated while creating the main shape of the lens), it’s often easier to use the modifier in the Vertices Only mode and adjust the Mean Bevel Weight of individual vertices (in the n-menu), thus, applying the same Bevel mod to the different vertices to a differing degree.
2. You can use the Screw modifier as a sort of improvised ‘extrude modifier’: if you set the appropriate axis and the angle to 0, then the Screw parameter extrudes whatever you have in a linear fashion (instead of twisting, as the Screw mod is normally used). For instance, you can extrude a single edge into a plane in this way. This allows you to create complex surfaces retaining a lot of control and editability. (For example, I modeled the rubber ridges not as you did, but my mocking up a general shape (depth) of one ridge by extruding a single vert, then beveling the result with a Bevel mod in the Vertices Only mode, extruding it with a Screw mod, then making an array out of it, then solidifying it, then bending it (see 3.)).
3. A simpler way to bend an array into a circle is to use a Simple Deform modifier and its Bend option.
I'm looking forward to part 2. Thanks again.
I would love to see a video of your technique if you wouldnt mind. Also, he relaseed part 2 the same day as this part 1! Here you go ruclips.net/video/YclX1A9bkEE/видео.html
Hey I'm trying to figure out how to do point one here. I set the bevel weight of a single vertex in edit mode. However nothing happens. It will only show me a result when I switch to vertex mode (insetad of edge) which makes sense since I'm just selecting a vertex. But this just gives each vertex a bevel which is not what I want. The only way to get it to work now is to add a vertex to a vertex group as shown in the video. It would be so much easier if we were able to set the weight of a vert and it would translate over to that full edge bevel while keeping the screw modifier there.
@@benjaminvos3365 Not sure I understood what you're trying to do and what is the problem but my guess is this. You need to switch the modifier (in the modifier options pane) to vertices, and change the Limit Method from 'Angle' (the default one) to 'Weight' (the same, in the modifier options pane). Then the modifier will affect only the vertices with the bevel weight above 0. Hope this helps.
@@dommafia Sorry, I missed your comment. I don't make tutorials but I remember that Chris made a video exploring pretty much the same technique I described in my comment afterwards. I failed to find it now (maybe he deleted it) but I myself learned it from Chipp Walters's tutorials or his course on parametric design in Blender (called NITROX3D) available on Blender Market.
But let me say to both of you that all these techniques are already obsolete. All the workflow is (still does no harm to understand the modifiers, though). Now, if you want to do parametric design in Blender, you should learn geometry nodes. They're the future. And it's better to start now, before they get too dauntingly complicated. The best channels I know covering it are Erindale and Default Cube here on YT.
i usually try to avoid long videos, but this one was pretty straight forward and explained well.
THX :)
Great Tutorial! You might want to try the 'Fit Curve' Fit Type in the Array Modifier to avoid guessing how many instances need to be placed in the circle.
i am amazed at what you can get while just "screwing" around!
Very good tutorial ! It's like revelation for me. It's great for time saving. Thank you for sharing that info with us !
Yes, I can confirm, I learnt something new today :-) Thank you very much for this tutorial! It took me a while, though, to realize that I had to activate some add-on to be able to add a single vertex to an empty plane - "my" add context menu didn't show the corresponding menu item in the beginning, but in your video I could clearly see them. Finally, after some thinking and head-scratching, I found this hint to the add-on in the Blender manual when searching for "add single vertex".
sir sir sir sir sir sir sir sir sir you're probably the best blender user i've ever followed so far when it comes to modelling you rely on intelligence and practicality to do everything with and i quote as little time as possible and i can't even express how much this video has helped me so THANK YOUUU and please the more you can upload on this subject the better
Thx! ☺️
Thanks a lot for showing this, as someone aiming to start using Blender in a professional setting, this is tutorial is great. Can draw many parallels with 3dsmax already.
great video. So much information. This is not a new method, but you explain it so well! your final render is amazing!
Im new to Blender (spent the last month trying to grasp the workflow and tools) and many times Ive thought of giving up; but watching the amazing results you achieve and better yet, your sharing step by step of the process, I decided it's worth keeping up with Blender all the way in, thank u very much!
Keep going. I bet you know more than you think you do if you're picking this up.
so glad I stumbled on this. One of my first models was of a lens (the 70-200) and I can see already how I made it a lot of extra work, by not using modifiers enough. Like using 'checker deselect' and trying to extrude the 'ribs' on the focus ring, instead of modelling 1 rib and using an array. Very nice tutorial.
edit: if you modelled the internal lenses precisely, does that mean you can look through the lens in a scene and see a zoomed-in view of the objects it's facing?
the sharp edges along the cylinder around 3:25 are there because you selected both edge loops and it selected the edges made between the points from those two edge loops as well, if you set the crease for each edge loop separately you get what you look for
Thanks for Your very clear and concise tutorial of this "procedure"
Fantastic video, my skill level was perfect for this, I learned a ton of new things. TY!
11:25 is fire!! Amazing tip. Soo simple, but I never understood it before. Thank you so much!
As a photographer and 3d artist... this is amazing!
Thx ☺️
Basically trying to CAD in blender
This was my first thought. I see huge parallels between this workflow and using Autodesk Fusion 360 :D
yes, cool but horrible workflow compared to CAD
i cant barely use blender, yet this informative workflow do best for introduction how to modeling in blender, except the fast command
Very good stuff. I'd been watching about non destructive but nothing has made it this clear. (I'd been watching the Nitrox 3D workflow which is similarly awesome). Can't wait to watch the whole series!
Hello Chris, PERFECT THICKNESS AND DIFFERENT COLORS ON ANY OBJECT, To get a perfect dynamic thickness copy the outside shape of the object, Then move the copy on the X axis, Then select each vertex from Left to Right, Select 4 vertex and press F to create a face, Do THIS for the rest of the object, With this you have the object with thickness and faces, Then you can manipulate it as you need it... Thank you fort the GREAT tutorials.
Amazing! Thank you for your time and all efforts!
For the quicker way to get a vertex, just press Alt+M in Edit Mode and then merge all of the vertices to "At Center".
yes, there are many ways to do things ;)
Wow, amazing video. Thank you very very much!!
Always a pleasure to watch your vids, thanks for your work Chris !
This blew my mind
Such an old video but still very popular 😁
Very cool. Fascinating approach. Also, I own that exact lens. I'll always think of this video when I use it (which is almost daily). Great lens, BTW.
Definitely I learned something. . Thank you so much 👍
Well, i can't name a more usefull blender tutorial on youtube than this.
THX! Please share :))
just watched your video for 9 mins and I got very impressed. simple and very creative tutorial
Thank you i learned so much reaaly well done and explained
Just a quick tip, at 3:20 you creased the line edges connecting the two circular edge loops, that's what caused the weird looking shading.
This can be avoided by either creasing each circular edge individually or just using edge select mode.
I didn't wanna get into the details of this since the video is about possible _other_ ways of doing things ;)
@@chrisprenn OK its just that I used to do this mistake a lot haha
I don't understand why this isn't a more popular way of modeling in Blender
Good question, in fact I asked an almost similar question while studying modeling techniques at college. My professor explained things with a unique analogy, he compared modeling techniques to cooking techniques. In his words "you can cook a pizza on stove, in an electric oven, in a gas oven, or in a traditional stone oven. The texture, speed, taste and quality of your pizza will vary, and different styles will have different level of comfort for you. Similarly you can model an object using any technique, it all depends on how comfortable you are with the application and how quickly you can deliver".
Different modeling techniques can be used for different modeling processes. Hard surface modeling depend heavily on booleans and bevels, while character modeling can utilise a combination of Sub-D, Boolean and Bevels, Sculpting etc.
This process of modeling falls under "Curves modeling", and usually is a branch taught before quad/poly modeling to introduce the challenges, pros and cons, and different modifiers to the student. After the students have familiarised themselves with different modifiers, learnt how to use and manage modifier stacks, we move to quad/poly modeling techniques.
There are no specific rules to model an object or character in a 3D software. It's all about understanding the workflow, and easy management of the pipeline. Our final goal is to deliver on time, a perfectly usable geometry so that the texturing artists can do their job with ease (considering you specifically focus on modeling only). In case you are the modeling, texturing, lighting and rendering artist, all in one, then the goal changes to easing up the workflow, and to increase speed utilising different techniques to model an object without bad geometry.
@@Mythos27 Thanks for the info (:
Thank you!
The information is systematized and presented in an understandable way. It would be great to see tutorials on modeling various technical devices. Respect from Russia.
This is a very pleasant and time saving workflow in creating technical high symmetry objects. Generally I like non destructive workflows very much and I wish this would be better supported also by image editing programs like Gimp. Thank you very much!
In Photoshop at least you can do a lot non-destructively with adjustment layers with masks. You can change or re-order adjustments any time you like and change where they apply by changing the mask. I've missed this workflow a lot in other tools. For photo editing as a subset of image editing, non-destructive editing is luckily the norm with tools like darktable.
16:35 And, we can also use bevel weights for each individual vertices instead of multiple bevel modifiers (which, if we want to edit any one vertex, we would have to look around for that specific modifier which controls that vertex).
Respect the modifier!
Thanks for this. Great tutorial. Not always easy to know all the right techniques to use to gain the non-destructive modeling. Definitely learned a lot of useful techniques and tips.
Great tutorial, wanted to model some of my lenses for quite some time now so you gave a few good tips to speed up the workflow and re-use some parts.
One of the best tut for blender! I don't understand make hole in curved surface
Awesome tutorial, never knew this form of modelling exist. Makes me wanna model a camera too hahaha. Thanks for sharing your knowledge Sir.
go ahead and share your result please!
Thank you for the really interesting tutorial. I have picked up a good deal of new techniques from this.
Excellent ! Thank you
Excellent work! 🤘🏻👍👍
Thank you! ☺️
Hello! I am workin' in Cinema 4D (just started to learn the Blender). One day I accidentally noticed an interesting feature - material on the object is a tag, you can apply it to the faces. In this scenario 17:35 in Cinema 4D you can do next steps:
1. Make a copy of the object.
2. Convert it from rotation into polygonal
3. Apply materials to the faces as you want
4. Copy this tag from polygonal object to the original parametric object and it will match this "fake" faces.
Maybe there is such a loophole in the blender too?
I should try it, but couldn't you have used a mirror mod on the focus ring(s) so you just had to make one half. You could apply a mirror after curving it around the lens?
Thanks Chris for sharing, liked and subscribed!
THANKS! GREAT VIDEO.
Amazing video, thank you very much !
WOW My compliments such a magnificent tutorial....At frame 8:39 you show 2 different ways to add volume...is there any reason or advantage why you chose the second option over the Solidify Modifier...it just seems like extra unnecessary work
Solidify (with clamping) can only get as thick as the smallest detail allows. By modeling the simple inside we have full control
Beautiful
Thank you!
Genius!
Thx 😊
Very cool tutorial !! Learned a lot. Thanx for sharing.
wow factor + technical observation + gratitude words = procedural comment
Awesome tutorial...thank you!
When you asked i didn't expect so soon a response! Thanks so much for the lovely content Chris
bro ndeipi
great tutorial. Thanks !
:)
Love your videos, This just blew my mind....
Thx!
Hi Chris, can you explain more in detail why don't use Solidify modifier and instead why we have to close the vertex path? Thanks in advantage for a reply!
If you need the inside to be true to real life AND with tiny details on the outer surface the solidify might not give you enough thickness...
nice tutorial, thank you!
Wow this is honestly amazing... Maybe blender is actually usable even for CAD design? I have to investigate further (I'm used to freecad and how it works...). Considering all the other features blender has, using it also for technical/parametric modeling would be awesome.
Thank you so much for this tutorial.
Impressive, I am going to have to model some of my lenses now! Thanks for this, very clever
Oh my god this is so useful, thank you so much.
Hello thanks a mutch to this nice video, i need only to know how to create this nice effect on the lens body, it's looks very real
Check here: chrisp.zone/cameraLensMaterial
Is it possible to use displacement map and normal map of the lens to create the rings so you don't have anything except smooth cylinder?
that was really cool
thx :)
very clear, and easy to understand. yey you get a new subscriber: D
cool work
you got me in the first quater ngl
Hello sir , can you redo this in the latest 3.1 ? can geometry nodes can be implemented somehow in the workflow ?
You can be very proud of your work! I would like to learn Blender but is hard to migrate from CADs like SolidWorks, FUSION360, etc.... to Blender as we don`t have control of, even, zoom, especially is very hard to measure things precisely
Hi Chris,
for the next tutorials may you maybe use Screencast Keys Addon to show exactly which commands are you hitting? It would be great!
thanks for the upload! helped me a lot.
whenever I see a complex object, I always wonder how would the people who made blender model that. Now I guess they'll do the way you did.
Dear Mr. Chris Prenniger, first of all, thank you so much your very useful tutorials include so many effort by you. Personally I've got so many new information. A small note from my side: In 4:00, to get sharp edge back after "Subdivision" modifier, we select vertex with ALT + LMB in "edit mode" and give value "1.00" to "Mean Crease". My finding by chance: if we choose "edge" instead of "vertex", then "Smooth Shade" does not get effect or cause artifact. So, we don't need to make "Loop-Cuts" for getting sharp edges back. Would you like to confirm if this information correct one? :)
PS: Beside of this, of curse, your unique method of non-destructive design is the best! :)
Hello! Yes, creasing works great when working in the sub-d workflow ... but with the non-destructive (modifier-based) workflow shown in these tutorials the creases have no useful effect...
indeed awesome great details
Its called "Nurbs Modelling" in Maya and since I came from Maya I was always confused why blender people always used mesh/poly geometry to model everything. Of cause you cant compare Maya's overwhelming Nurbs Toolset to blender but I really hope this will make some progress as well as blenders particle node system. For my simple 3D task I already left Maya for Blender :)
I always thought modifiers are destructive because i used to apply right after adding a modifier.
excelent job. so many times i fond people doing tutorials let their accent slide too much (i would be a fool to claim my own aussie accent isn't prominet at times :P). However, despite the obvious accent, within the first 2 mins of the video i can tell that you are clear with your words far more so than others ive seen. normally i struggle to understand everything being said in unfamiliar accents but here that is NOT the case.
As for the tutorial itself, i look forward to watching it as despite years of experience with blender i do struggle a but at "non destructive" and organic modeling. Hope this helps shed some light on at least one of those for me :D
I've tried to recreate this with the techniques that I know and what I did was less efficient than yours.
At 23:22 you used curve, but I used simple deform modifier there which bends at 360 degrees on Z axis.
Another way could be to move the Array Object to its position in Edit Mode (the origin needs to be at 0, 0, 0), then add an empty, and in the array modfier turn of "Relative Offset" and turn on "Object Offset" and select the empty.
Then if you have e.g. an array count of 130 you select your empty, and in the 'N' side bar menu go to the rotate z axis and type in 360/130 and et voila you have a perfect closed ring of your 130 objects..,
It's a bit math.., if you have just 25 then you type in 360/25.. and so on. ^^
Amazing! Great tutorial.
Thx
do you need to assign new vertex group and new bevel modifier to the each edge even if parameters (crispness) of the edge is the same? I was trying to add the same vertex group with bevel to few edges at once but I'm getting "funky" results.
Just use one!
my favorite lens :)
hey really good video, thank you! i have a question, how do i get this material that is used on the plastic? maybe i missed something...
Hi, you can find a screenshot of the material's node tree at chrisp.zone
@@chrisprenn thank you a lot!
I'm new to blender. Why are you using the subdivision surface modifier at the start? It doesn't seem necessary ( see 2:56 where it's added )
That's just to show how you would model this with the "classical" sub-d-modelling techniques where you pretty much always use subsurf mods...
Hi Chris, I don't know why you didn't explain how did you model the aluminium piece with the black plastic insert...
Thank u, will be back again.
There's a great shortcut that makes the extrude workflow (at about 6:05) much faster! Ctrl-Right-Click to "Extrude to Cursor"
May be a dumb idea, but how about this for adding materials: You first model the line, as you did here, then apply a screw modifier to that (e.g. at a 10 degree angle but creating only one extra copy) that way you have a triangular slice of the model which has faces, then apply your materials, and then you have a second screw modifier to repeat that?
Very good, will be checking out your site, thanx