I find it interesting that almost no one uses depth of field in their renders. It doesn't have to be like you took the shot with an f0.9 lens, but it does add a great deal to a lot of renders.
you need to know how to use it, there is no point of doing it with plain backdrop, unless you render something complex with a lot of depth into the image and want to isolate stuff. DOF is a tool.
sorry for spamming here, but I am trying to find a certain video for the last few days and no help. One time, you've shown a software for collecting reference pictures where you can import screenshots/images and stack them one next to the another. can you please help? thanks
Is there a way to make a cut with boxcutter to follow along the contour of a surface if the surface changes direction such as a cylinder and have equal depth for the cut? In other words have for example the engon wrap around. I change transformation along normals but it didn't work. By the way, your videos and emails are awesome!
Hm … my Insetting cut (around 13:05) is behaving strange: somehow the bottom plane of my object is not really plane anymore. The verticies of that Inset Object in the Cutters collection also aren't lining up exactly in the z axis. I have no idea why … but it shows when beveling … and also feels unclean. Someone knows what is going on here? (also reproduced that with other objects. As soon a i do that box-cutter-insetting with taper i'll gat taht issue)
ps: as playing around it seems the problem grows with ist solidifyer thickness. + when changing solidify mode from simple to complex, than it is clean. but that seems to be a bit of a hustle to do that …
Ryuurui! on the next tutorial do me a favor please, press the modifier button on tab to see what's happening, thanks! I´m a Blender Bros subscriber and your tuts are amazing. keep going with the good work
@@PonteRyuurui I know you have a lot of experience with Blender and I understand you don´t need to watch all the things is happening on properties and most of the time you have the world properties open in the right tab of blender, instead of the world properties just click on the modifier properties so we can all watch what is happening with the modifiers , because sometimes I don't know if the modifiers was applied or not after some steps you did! Can you do that please!! Thanks and best regards
I’m having issue while uv unwrapping, When I use bevel modifier I get strange artifacts on uv map, and some vertices get ripped from the mesh, how can I solve it?
you are probably using 3 seg bevel or did not triangulate before export. watch this series, it should help. ruclips.net/video/R3bSLOAlTYI/видео.html I would also highly recommend grabbing our game asset course www.blenderbros.com/gac
@@PonteRyuurui I tried both of them still no luck, What I need is a hard surface model for blender render not for a game asset, what I want to do is make a hard surface model using box cutter and hardops and then uv unwrap, texture in substance and bring back to blender.
Your voice is so soothing.
glad to hear it!
learned so many little things too, ie how to fix local axis and other hiccups i've run into. Thank you, love all your videos
cheers Joe!
Thank you thank you!! I'm finally getting a hardops bundle for my birthday next week and this couldn't be more better
glad to hear it mate!
Thank you Ryu for the great informational tutorials!
My pleasure!
I find it interesting that almost no one uses depth of field in their renders. It doesn't have to be like you took the shot with an f0.9 lens, but it does add a great deal to a lot of renders.
you need to know how to use it, there is no point of doing it with plain backdrop, unless you render something complex with a lot of depth into the image and want to isolate stuff. DOF is a tool.
Super tutorial man. Love your render information very much.
Thanks a ton!
sorry for spamming here, but I am trying to find a certain video for the last few days and no help. One time, you've shown a software for collecting reference pictures where you can import screenshots/images and stack them one next to the another. can you please help? thanks
PureRef?
@@Piotreq321 this
ty boys!
Is there a way to make a cut with boxcutter to follow along the contour of a surface if the surface changes direction such as a cylinder and have equal depth for the cut? In other words have for example the engon wrap around. I change transformation along normals but it didn't work. By the way, your videos and emails are awesome!
nope, you could shrink wrap a circle, extrude it and then cut, what you also can do is make a knife cut with a bool and alt click EM macro
Hm … my Insetting cut (around 13:05) is behaving strange: somehow the bottom plane of my object is not really plane anymore.
The verticies of that Inset Object in the Cutters collection also aren't lining up exactly in the z axis. I have no idea why … but it shows when beveling … and also feels unclean. Someone knows what is going on here? (also reproduced that with other objects. As soon a i do that box-cutter-insetting with taper i'll gat taht issue)
ps: as playing around it seems the problem grows with ist solidifyer thickness.
+ when changing solidify mode from simple to complex, than it is clean. but that seems to be a bit of a hustle to do that …
Ryuurui! on the next tutorial do me a favor please, press the modifier button on tab to see what's happening, thanks!
I´m a Blender Bros subscriber and your tuts are amazing.
keep going with the good work
cheers, Alex, not sure what you want me to do exactly.
@@PonteRyuurui I know you have a lot of experience with Blender and I understand you don´t need to watch all the things is happening on properties and most of the time you have the world properties open in the right tab of blender, instead of the world properties just click on the modifier properties so we can all watch what is happening with the modifiers , because sometimes I don't know if the modifiers was applied or not after some steps you did! Can you do that please!! Thanks and best regards
I’m having issue while uv unwrapping, When I use bevel modifier I get strange artifacts on uv map, and some vertices get ripped from the mesh, how can I solve it?
you are probably using 3 seg bevel or did not triangulate before export. watch this series, it should help. ruclips.net/video/R3bSLOAlTYI/видео.html I would also highly recommend grabbing our game asset course www.blenderbros.com/gac
@@PonteRyuurui I tried both of them still no luck, What I need is a hard surface model for blender render not for a game asset, what I want to do is make a hard surface model using box cutter and hardops and then uv unwrap, texture in substance and bring back to blender.
@@AdnanKaram that is exactly what our game asset course teaches
my inset bolean is not working. im following you exactly :(
yeah it sometimes bugs out, go to modif, remove all bools that do nothing to the mesh and run it again.
My inset boolean is doing something very strange
Yeah, we have noticed a slight misbehaviour in the inset community in the early 2023. Police was notified.
@@PonteRyuurui oh okay, i have one question, there is a discord or something of hard ops/ box cutter to ask questions and talk to people?
@@Carlosnl16 link in the vid description, post it under help