Another great video. Said it before, but I love it when you go into workflows. Tool videos are alway enjoyable, but I learn so much more from how you think about applying the tools in the various situations. Great channel!
Thanks so much 😁 As I have said its great to hear that the workflow videos are helpful. I always try to balance to give a range of content so its helpful to know what people like. 👍
Thanks man. I have tried other ways and found it infinitely more frustrating. But maybe that's just the way my mind works, there no right and wrong as long as it works.
great stuff, thanks! would be cool to see how you clean it up, but i think your channel doesnt focus on that, if anyone can recommend something for that type of boolean complexity cleanup? (not Josh Gambrel, I dont understand his workflow)
I can cover that, it's just as important for 3D design as it is for CG workflow. I have some videos on it already. When I'm at my computer I'll drop some links to them.
I have been struggling with checking if a model has print issues. I noticed that you didnt see the not flat faces or thin face as issues. Is it right to think that those aren't real issues? Or something that would be more problematic in certain instances? Also this is great to learn about. I kind of thought along the same lines already. But good to have validation. Did take me a moment before i realize that the Q menu was hard ops. Was like how did he scroll through the cutters?! Then you mentioned it was hard ops giving that Q menu and was like oh, thats why it doesnt work for me.
I very rarely find them to be issues. If they are you can normally see it and add in an edge to deal with a non-flat face to add some control of where the bend is. Yeah, good spot on the Hard Ops. I honestly thing the everscroll function may be the single thing it has that saves me the most time.
It might be in some instances and not others. For example that can make some odd mesh issues on the "tip" especially of those extreme points. It makes horrible overlaps. It also doesn't work for some of the flat parts that are wider. Finally this was for a client that had specific sizes needed and that isn't as easy withe a profile on a curve. But it is a valid method (just not for this use/case). I've got some videos using different methods and the pros/cons here: Gothic Arches with a specific width (curve or spin tool): th-cam.com/video/KIz6yxkNmKs/w-d-xo.html Gothic Arches with a specific width (screw modifier): th-cam.com/video/QQ06H3kGgpk/w-d-xo.html
Yeah i see, i saw all of those videos already haha But for the tip of the curves i use a mirror with bisect option, and i can use multiple mirror modifiers with a specific object or empty to be precise where i need the bisect, then you can scale a curve on a specific axis, without applying the scale transform, or use a specific curve profile, from a mesh@@ArtisansofVaul
The big deal about Construction lines is its ARC tool. Everything else (namely, drawing a fixed distance line on a given axis) you can do with normal blender. People often complain how blender isn't a CAD tool. Looks to me it's one feature away from being that. Offer a good tool for making arcs, and you're there. Arc-from-3-points is a standard, common and well-known. It's unfortunate that blender doesn't have that
Another great video. Said it before, but I love it when you go into workflows. Tool videos are alway enjoyable, but I learn so much more from how you think about applying the tools in the various situations. Great channel!
Thanks so much 😁 As I have said its great to hear that the workflow videos are helpful. I always try to balance to give a range of content so its helpful to know what people like. 👍
Great tutorial as always. I would never thought of doing such a window with booleans.
Thanks man. I have tried other ways and found it infinitely more frustrating. But maybe that's just the way my mind works, there no right and wrong as long as it works.
Fantastic info and that window is bonkers
😁👍🏻Cheers Richard. It was a really fun project
great tut..loved it but can u show the full process
The whole window was hours of work so it just isn't manageable in one tutorial. Maybe for something smaller I could though.
great stuff, thanks! would be cool to see how you clean it up, but i think your channel doesnt focus on that, if anyone can recommend something for that type of boolean complexity cleanup?
(not Josh Gambrel, I dont understand his workflow)
I can cover that, it's just as important for 3D design as it is for CG workflow. I have some videos on it already. When I'm at my computer I'll drop some links to them.
I have been struggling with checking if a model has print issues. I noticed that you didnt see the not flat faces or thin face as issues. Is it right to think that those aren't real issues? Or something that would be more problematic in certain instances?
Also this is great to learn about. I kind of thought along the same lines already. But good to have validation. Did take me a moment before i realize that the Q menu was hard ops. Was like how did he scroll through the cutters?! Then you mentioned it was hard ops giving that Q menu and was like oh, thats why it doesnt work for me.
I very rarely find them to be issues. If they are you can normally see it and add in an edge to deal with a non-flat face to add some control of where the bend is.
Yeah, good spot on the Hard Ops. I honestly thing the everscroll function may be the single thing it has that saves me the most time.
Wow im at the beginning of the video but for this kind of mesh, a gothic church window, i just use curves with a custom profile, its way easier no?
It might be in some instances and not others. For example that can make some odd mesh issues on the "tip" especially of those extreme points. It makes horrible overlaps. It also doesn't work for some of the flat parts that are wider. Finally this was for a client that had specific sizes needed and that isn't as easy withe a profile on a curve. But it is a valid method (just not for this use/case). I've got some videos using different methods and the pros/cons here:
Gothic Arches with a specific width (curve or spin tool): th-cam.com/video/KIz6yxkNmKs/w-d-xo.html
Gothic Arches with a specific width (screw modifier): th-cam.com/video/QQ06H3kGgpk/w-d-xo.html
Yeah i see, i saw all of those videos already haha
But for the tip of the curves i use a mirror with bisect option, and i can use multiple mirror modifiers with a specific object or empty to be precise where i need the bisect, then you can scale a curve on a specific axis, without applying the scale transform, or use a specific curve profile, from a mesh@@ArtisansofVaul
@Dhieen That does work. But doesn't also help with the other needs of this project. But it's a good solution
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The big deal about Construction lines is its ARC tool. Everything else (namely, drawing a fixed distance line on a given axis) you can do with normal blender. People often complain how blender isn't a CAD tool. Looks to me it's one feature away from being that. Offer a good tool for making arcs, and you're there. Arc-from-3-points is a standard, common and well-known. It's unfortunate that blender doesn't have that
well, 3 points and a starting direction. 3 points by themselves give you an arc with one degree of freedom
I like a lot of the other things it brings as well but I go agree it would be great if Blender had an arc tool.
What about the ngons that u crate? how do you solve that into a quad mesh ready for gaming?
In this instance I don't, it's for 3D printing. And if its for gaming I would just need triangles so I could just use the triangulate modifier....