SubD with Booleans.. how the heck do we do it?

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  • เผยแพร่เมื่อ 12 ม.ค. 2022
  • There's a common misconception about SubD and Bools not being compatible... but they certainly are! We'll discuss here.
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ความคิดเห็น • 48

  • @vogelofficial
    @vogelofficial 17 วันที่ผ่านมา

    Facepalm moment, so obvious but so clearly explained. Thank you!

  • @lifipp
    @lifipp ปีที่แล้ว +2

    Oh my god, you have NO idea, how much you saved me from going insane over this problem with booleans! Big thank you! Like and sub earned!

  • @Bluesteel-
    @Bluesteel- 3 หลายเดือนก่อน +1

    should have watched this before 4 hours of pain trying to figure this stuff out, Thanks!

  • @bt_martin
    @bt_martin 2 ปีที่แล้ว +2

    Very cool! Thank you! Just starting trying to wrap my head around sub-D modeling, so this is very timely!

  • @_blender_man_
    @_blender_man_ 2 ปีที่แล้ว

    Hey Josh! Finally you did again something interesting and what looks nice 👍🏻

  • @H53.
    @H53. 2 ปีที่แล้ว

    Thank you so much for the quick, valuable tutorials.

  • @BurtonPosey
    @BurtonPosey 2 ปีที่แล้ว +10

    One thing I found while working through this video is that the cleanup of the Boolean operation can be a little more straight-forward if you clean up after applying the boolean and NOT before you apply the subdivision or solidify modifier. If you do it after the solidify modifier is applied, you'll have to manage the cleanup of both sides at the same time and that can lead to issues where you clean up top side only to run into new issues you've created with the thickness or the bottom side.

  • @aston81
    @aston81 2 ปีที่แล้ว

    Thank you for the tut. very useful! Yes, please very interested to see the shrinkwrap tut.

  • @genericgamerseal5001
    @genericgamerseal5001 2 ปีที่แล้ว

    I just had this problem on my newest project. Thanks for going through this!

  • @samyos231
    @samyos231 2 ปีที่แล้ว +12

    I can't thank you enough for all your videos. I am a beginner in 3D modeling trying to make game assets and I am learning so much with your tutorials, everytime I run into a problem when modeling I search through your videos and find a tutorial that saves my ass, you are so skilled and talentful it's very inspiring, thanks again!

  • @brendon6930
    @brendon6930 ปีที่แล้ว

    Thanks, this video is very helpful for my 3d printing.

  • @scatterbrainart
    @scatterbrainart 2 ปีที่แล้ว +5

    I've been a 3ds Max user for almost 20 years (although I do mostly 2D work). I started using Blender last year and have never looked back. This is all very new to me; I feel like I'm having to un-learn a lot of concepts. One thing I was taught was that booleans are evil and you should never use them. But I'm quickly learning that there's nothing inherently wrong with having NGons in your geometry, as long as you're not deforming it too much. And UV unwrapping in Blender is a DREAM compared to 3ds Max. Thanks for the tutorials!

    • @mikerusby
      @mikerusby ปีที่แล้ว +1

      @Walz Random Stuff pretty easy i would say and I am also a long time max user

  • @SuperDrFUTURE
    @SuperDrFUTURE 9 หลายเดือนก่อน

    Man, i don`t write many comments. But you have saved my nerves and lots of time. Thank you !

  • @wilhelmeniabilliedoherty5917
    @wilhelmeniabilliedoherty5917 2 ปีที่แล้ว +8

    I'd love to see the shrink-wrap workflow! Mostly because I don't know what it is lol
    Great video!

    • @darkdroide
      @darkdroide 2 ปีที่แล้ว

      he already did

    • @pile333
      @pile333 2 ปีที่แล้ว

      That's so useful, not only for clothes simulation.

  • @abiyyupanggalih854
    @abiyyupanggalih854 2 ปีที่แล้ว

    thanks for the tips

  • @Gichanasa
    @Gichanasa 2 ปีที่แล้ว +8

    Booleans of these sorts on organic curved forms are best achieved by NURBS CAD modeling, while SubD modeling is the bridge that can connect poly mesh geometry with the NURBS CAD geometry. It's about time for Blender developers to start creating tools that can mix Polygon mesh and NURBS geometry.

  • @vavalexus
    @vavalexus ปีที่แล้ว +1

    Thanks for the video. Ideed, detailing up the SubD model is a pain in the neck. On the one hand you want to have the flexibility of SubD, in case in future you want to change it here and there, on the other hand, it is extremely hard to make it without applying the modificator. I'd rather say almost no chances to apply bevel afterwards. You need to apply, run meschmachine boolean cleanup and merge/move verticles. Sometimes I feel more relaxed in other aproach as to make a basic SubD model as detailed as possible in Blender without applying the mod, then export the low poly model to Rhino and convert it to SubD (really easy) and then in Nurbs (it will be identical to SubD model in blender but Nurbs surface). Then export via STEP file to fusion 360 and in there make all the cuts, fillets, bevels and stuff. It is extremely easy and preciece since it is a solid model there, not poly. After finishing up open the model in Rhino 7 again, make Quadremesh to get a really good mesh and through it to Blender for texturing and rendering. Looks a bit cumbersome but for me it is a way faster and preciese than the hunt verts for good shading. Again, it really depends on a model you make.
    The same way in Blender would be Boolean (BoxCutter), Stash it for both original object and the cutter (Meshmachine) , apply Boolean modifier, then a Offset cut the cut edge loop (Meshmashen), bevel on it (offset cut will let you do that without artifacts). And then for affected poligons between befel and the next few loops run Normal Transfer from stashes (both for the object and for the cutout). Not hard, but you need to have at least Meshmachine plugin for that and Hardops + Boxcutter. Thes are the vital combination for HardSurf modeling in Blender.
    I think 3D Max is a bit better with this regards. If I remember well, you can always add Poly Edit modifier on SubD model and add Booleans. Once required, you can always go down in the stack and edit the original SubD model and then return to the detailed edits that would update. I wish Blender had smth like that, so the process wouldnt be distructive.

  • @Stellarspace95
    @Stellarspace95 2 ปีที่แล้ว

    Thank you so much dude

  • @BlackStrife3D
    @BlackStrife3D 2 ปีที่แล้ว

    I would love a shrink wrap workflow video.

  • @MetalGearMk3
    @MetalGearMk3 2 ปีที่แล้ว +2

    I'd like to see a shrinkwrap version!

  • @devformation
    @devformation 2 ปีที่แล้ว

    You`re the best!

  • @MetalGearMk3
    @MetalGearMk3 2 ปีที่แล้ว

    Such a underrated feature

  • @HMAnetwork
    @HMAnetwork ปีที่แล้ว +3

    Well, useful. But moving the hole to solve the artifacts is really not a good solution - we're letting the program dictate the design and that's never a good thing.

  • @MaximumAbility
    @MaximumAbility ปีที่แล้ว

    When new bevel modifier will come by blender developers, will be possible overlappig generated edges by bevel. They will just cut in the intersection. As a trim operation in cad.

  • @slouchie6711
    @slouchie6711 2 ปีที่แล้ว

    How do you make your model look like that from the beginning? is it a material or?

  • @Game-Garden
    @Game-Garden 2 ปีที่แล้ว

    Can you make a video that demonstrates how you use Meshmachine and Machin3tools addon?

  • @gerdsfargen6687
    @gerdsfargen6687 2 ปีที่แล้ว

    Thats just beautiful. I really am going to ignore lessons from other channels that prioritise the subds lower down the stack. Thanks!

  • @Staglaitor
    @Staglaitor 2 ปีที่แล้ว

    Thanks for lecture but i deem that manual vertex correction after boolean operation is not cool and must be automatic

  • @DamianMathew
    @DamianMathew 2 ปีที่แล้ว +3

    Bevels are always the killer on Booleans. That is exactly why I am so impressed by CAD Software like Rhino, MOI and so on.

  • @FesterThanLight
    @FesterThanLight 2 ปีที่แล้ว

    What about a remesher in the stack?

  • @Kirill-Kubanoid
    @Kirill-Kubanoid ปีที่แล้ว

    Спасибо,дружище. Недавно начал изучать blender. Было очень интересно и полезно. С приветом из России 👍

  • @mikerusby
    @mikerusby ปีที่แล้ว

    the only downside is that I don't want to apply the subd, I would rather the whole process was non destructive. Blender does not have an edit poly modifier like in max, so you cannot do this.
    Its the same with bevels, you are only going to get one size of bevel because you cannot access the weight controls unless you apply the subd and the boolean . So then you have to do it by
    angle and you don't always want to have an even bevel on every angle

  • @ianmcglasham
    @ianmcglasham 2 ปีที่แล้ว

    Interesting.

  • @CekTopGaZa1988
    @CekTopGaZa1988 ปีที่แล้ว

    But what if we need to use adaptive subdivision? It only works if subdiv is the last modifier!

  • @pile333
    @pile333 2 ปีที่แล้ว

    Right!

  • @spaderkungskuk
    @spaderkungskuk 2 ปีที่แล้ว

    I prefer to enable Wireframe the Overlays, it’s more the way for a temporary enable.

  • @Equilion
    @Equilion 2 ปีที่แล้ว

    Hi, how is the handbook free? The link gets me to a page, where I have to pay 17$ to get it. What do I do wrong? ;)

  • @KAZAIK3D
    @KAZAIK3D 2 ปีที่แล้ว +2

    Nice but do a toturial about render passes and layer with shadow

  • @ashalee1016
    @ashalee1016 2 ปีที่แล้ว

    I think you've built a better toilet seat, josh.

  • @theplouf5533
    @theplouf5533 2 ปีที่แล้ว +4

    Bullshit! Subdivision is not here to create a finish product, only for add details. You finish this mess with an unlikely heavy poly. (Sorry for my english). This tips is anti-begginers.

    • @Remm3d
      @Remm3d 2 ปีที่แล้ว

      all finish products in arts have high poly, keep in mind, this is not for industry standard vfx workflow, if u wanna go into that, check andrew hodgson's modelling guidelines

    • @theplouf5533
      @theplouf5533 2 ปีที่แล้ว +2

      @@Remm3d Having a finished object in high poly is not the same as modeling in high poly.
      This is a misunderstanding of why modifiers exist.

  • @Manar80s
    @Manar80s ปีที่แล้ว +1

    dislike you completely destroy 3d modeling rules...