Комментарии:
Great video! Thank you.
ОтветитьThanks for this!! Makes sense! I gather that this is the general way in order to make sure your UV mapping is not f-up? Because, man the uvs around bevels are the MOST of my headache.
Ответитьnice video, but I have a question plz : can you explain to me how can u do to make (sharpen), I try to found this option on modifiers but no result :(
ОтветитьExcellent Josh. Thanks
Ответитьwhenever I do a boolean cut and try to apply a bevel modifier it doesn't seem to be able to do it, the edge just stays sharp.
Ответитьuseful as always, thanks
ОтветитьClean the shading, not the triangles. Dude, this is so valuable to realize early, thank you! I am just starting to learn 3D, and I already saw triangles as the spawns of the devil! Half way through the video, I was disgusted 😂😂 But by the end, I have a completely different way of seeing triangles. Thank you so much for this
ОтветитьWhat if you remesh the model??? with quad remesher, that will be a lot quicker
ОтветитьThis video makes me a lot less scared of booleans
ОтветитьIf I saw this before making my Countach base mesh I'd be way better off
ОтветитьGood, no doubt, but I find a lot less time consuming and with quite a good result just remeshing booleans with quadremesher and then fix the geometry a bit.
ОтветитьBrilliant!
ОтветитьHow do you get this edge white-ish effect? The first cylinder you add seems to have worn edges, well not really worn but marked like on a curvature map. I thought it was due to a mat cap but I have tried every single one and cna't get it...
ОтветитьI feel so frustrated...I have a similar shape, made with a bool (I was not able to get it right with regular method and subdivision + bevel modifier), I have cleaned as you show here, but the bevel is completely invisible like it was deactivated (I've tried all range of distance, all kind of width type and angle method), and trying to move vertices, connect them etc never correct the shading. I feel like a windmill 😅 just moving air around me all day long.
And I've watched almost all your nice videos on the subject!
Your detailed explanations are really helping me take my hard surface modelling to a whole new level. Thank you, Josh!
ОтветитьWhenever I have a convex area created by boolean, it seems like my normals are just random.
ОтветитьWhat I do not get is, I started modeling with 3DS Max 30 years ago and bolean did not change since then in 3D modelling tools, except CAD like PTE Pro-E or solidworks. There you live from bolean literally. And there you do not have to care of anything and it is looking awesome. Why is this still different here?
ОтветитьОтличный ролик с применением платных инструментов. То есть, бесполезный мусор и трата времени, как по мне. Автор, зачем?
ОтветитьAlternative title : How to make a finger with no nail in Blender
ОтветитьNice explaining bro 😍😍😍😍
Can you tell me how to Train in modeling (like duties or missions) for training?
Videos like this are satisfying in the same way power-washing videos are, except I also learn something while I watch. Cool.
ОтветитьSuper helpful seeing you redirecting this loopcut around the bevel and how you used the matcap reflection to search for any shading issues. Great stuff.
Ответитьhow do I get hops please is it in add ons?
Ответить1 Question: why on the Mesh tools I not found "Dice" Can yo help me. Thank you
Ответитьit seems that if you don't have an expensive add-on for blender, you can't do proper boolean cuts
ОтветитьI dont mind paying for tutorials but i dont want to prop my blender up with tons of addons, I doubt even 5% of your viewers have or want these addons. For less experienced users they dont really add value when everything can be made with vanilla, albeit slower (which we are used to)
ОтветитьA simple solution for this tedious after Boolean clean up is to use a quad remesher
ОтветитьSo... seems without hardOps this technique is not possible since we can't put the geometry in like the Dice Tool does?
ОтветитьStop stressing?!! No way!!
Ответитьis alowed to have triangles and n-gons somewhere on shape for animation?
ОтветитьTY Josh!
Ответитьso many triangles
Ответитьhorrible el video si no tiene esos addons.....
ОтветитьThis was really helpful! Thank u so much 👍🏻
ОтветитьOn such difficult surfaces why don't you use Transfer Data or Srinkwrap modifier to those vertices? Is there any trouble with those methods?
Ответитьhi josh...the alt x that you said is not working for me...how we can symmetrize our changes in blender?do we have to install a new addon for that?
ОтветитьI ,would like to see fix N gons and triangles, but you don't
Ответитьyou could auto-retopo the whole thing to get correct flow around the crease lines and then shrinkwrap mod to the original boolean result... getting flow correct early on is going to save you hours
ОтветитьNo biggie, just 25 minutes spent on a boolean on a tiny mesh.
ОтветитьI was using 3ds max for some time and it looks like the same topology from the video would cause a lot of artifacts in 3ds max, am I correct? I mean Blender looks way more forgiving mistakes according to a bunch of videos I saw :) Want to try it in nearest future
ОтветитьWhy doesn't my boolean say "Apply"?
ОтветитьThank you for the detail explanations. I am very new to Blender and I have tried to made something for learning. Now I think I need to redo everything after seeing your tutorials 🤣 Plus, I can't find the Symmetry function, nothing appears too when pressing "Alt + X".
Ответить3d printing showed me that 64 vertices is anything but nice and smooth
ОтветитьGreat! Tutorial: how do I fix this horrible grid, I'll use an expensive plugin!
Just a great tutorial! 😍
Plasticity ftw
ОтветитьI don’t think clean up as the right term to use for this video typically clean up start refer to redoing an entire project from scratch
ОтветитьThanks!
ОтветитьGreat tutorial. Thank you, Josh. I was stumped by some of those problems and impressed by how you solved them: particularly getting the flow correct around the corner. Appreciate you.
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