Looks like you may have revolutionized organic hard surface modelling in Blender with tissue (at least to some degree)... this has some crazy possibilities, impressive!
@@AlessandroZomparelli We (Maastricht Institute of Arts, the Netherlands) are a medium-sized art academy, part of Zuyd University of Applied Sciences. The Communication and Media Design department is mainly focused on traditional approaches of image creation and interaction. Currently my colleagues and I are tasked with updating the curriculum in the area of 3d and XR. I mainly focus on these technologies from the field of parametric design and generative/algorithmic image creation. This semester our first year students always grapple with the idea of generative design and how it can inform and enrich their design practices. They do this by learning scripting visuals in Processing. This year they also have the option of joining a workshop that I host, where I explain the 3d space and I introduce them to the basic concepts of modelling and the possibilities of computative design. Using your fantastic add-on makes this possible without having them bug out on Python-coding. So cheers! I created this teaser (in Dutch). th-cam.com/video/_RO99vs9fSo/w-d-xo.html
Oh my. This add-on is a game changer. This is going to make my modeling process so much better. Simply amazing. Thanks for explaining how this add-on works. I have heard about it for awhile but never understood how it works or its versatility. Beautful work
Tissue is what the world needed the most! Absolutely wonderful work. But it's quite heavy on the processor. Moving these objects around is always very laggy on my PC.
Tissue tools is one of the great tools in Blender and I wish I have in Houdini (well, it's possible to reimplement in Houdini, but it's a little bit too much for my skills now)
excellent workflow you may have help me with some item construction 4 3d printing over pre-cast metal. thanx a bunch. now all i need to do is find a way to recycle plastic soda bottles. again thanx a bunch you are genius sir cudos 2 you.
Thank you for your work Alessandro. This kind of videos with such high quality and very well explained are really inspiring for any 3d modeling artist.
I think I got it.. fristly he made the shape with subd then he duplicated it. On the duplicate he then retopologized (if he did it on the initial head the shape would change) with a mirror modifier. Then he overlaped the two heads and scaled so that the duplicate is bigger than the original. He then added a shrinkwrap mod to the duplicate with the initial one as target. You may have to change the offset a bit.
this technique is incredible, so much possibilities but i wish it was just a bit easier to use, there is just so much huddles nd tinkering to get it to look decent that i'd just rather sculpt the helmet. Have you revisited how to make using this a bit easier?
Hi! I see your point and I agree. Sometimes it is hard to cover all the possible situations and there are many parameters that are involved. I tried to adopt the default settings that I considered the most intuitive for beginner users. Probably some specific parts of the workflow could be improved, for example, some smart tools for the rotation of the components when a Mirror modifier is used. One small improvement is the new button for the use of the multi-components method based on the materials: docs.blender.org/manual/en/latest/_images/addons_mesh_tissue_tissue-tools.jpg (check the material icon on the right of "Tessellate")
@@AlessandroZomparelli thankyou so much for your reply! and yes you're right smart tools for handling rotation nd other stuff would probably make this my fave modelling technique of all time. i tried doing the whole uv remapping nd rotating thing nd just gave up, the fact that we have to match the subdivisions of the components we wanna use is also another huddle 😅😅😩😩.
Many thanks again for sharing this amazing work, was trying to follow along though stumbled on how to set up the multi component part. The multi component button is not showing in the data properties section under selective, we used the random materials to obtain the colors.. maybe this is for something else ? TIA
@@AlessandroZomparelli ah ok thanks.. just to confirm the colors to the base object are added using the random materials button after patch tessellating 1 object, then name each component the same as prefix names, then check materials under component mode ? Thanks again..
@@hasger1941 you can assign the materials in different ways. Random is not the only way, you can assign them manually to the base object. The important thing is that for every material that you use, you also have an object in your scene that have the same name. If you want them randomly, then you can use the Collection method instead. In that case the materials are not used at all. Instead they will be picked randomly from a collection
Thanks a lot Alessandro! I'm currently working on my masters thesis which is about the development of an additively manufactured "Cranial Remolding Orthosis" which is an orthosis to treat head deformities of infants. And I try modeling the CRO with your epic addon. Best regards.
Thank you very much freezyAndHaze! The project you are working on it's very interesting and I would love to see your progress if you like. Maybe you know that already, but I did use Tissue for orthosis design: th-cam.com/video/pVNYyJeLGZI/w-d-xo.html Maybe it can give you some additional inputs :-)
Hi Alessandro, I was wondering where the option to 'rotate faces' is on Blender 2.9? Otherwise it's very difficult to use the 'default' rotation options with a tessellation
This is incredibly useful in so many applications, thanks so much!!! I was wondering, would it be possible to keep the UVs from components in the tesselated mesh? Right now the tesselated mesh has no UVs, and we often may want to unwrap and texture components - that currently gets lost in the tesselated mesh (materials from components are transferred, but not UVs).
This seems like an easy way to cheat character modeling. Just have an 'eye' or 'mouth' that you can save in your database, append them, and add them to any model. Then apply, and sculpt to fit. Not as impressive as doing this ^, but it's gotta be a time saver.
Hello, such a great Tutorial ! But im stuck at the first stage with the Helmet with all different materials I guess using shrink-wrap ??? Could you please support us on doing this work please ( Splitting the areas on the Helmet ) ?
Hi Mrs Queen. The Shrink-Wrap modifier is used to articulate the topology of the object used for the tessellation, preserving the smoothness of the surface. This step is not critical for the tessellation. For the tessellation you mast assign different materials to the different shapes.
@@AlessandroZomparelli Many Thanks Alessandro ! But I'm sorry I'm bit lost about the part to get the helmet cut in several materials and with color splits ( On the right side of the screen ).If you could explain us or maybe mention what you did so I could look how to make it , many thanks in advance ,again great tutorial !!!
@@mrsqueen8559 in the material panels you should add some new material slots. In every slot you create a new material with a name matching the names of the components object. When you are in edit mode you should see a button "Assign" in the same material panels which allows you to assign the material to the selected faces. I suggest to change the color of the materials and to go in material preview in order to visualize them on the object.
Actually it's already there :-) in Blender 3.1 it should be working fine. I recommend downloading the GitHub development branch for the most updated version.
Hi Sute, in the latest update, I changed a bit UI and the logic. Now it is here: docs.blender.org/manual/en/latest/addons/mesh/tissue.html#:~:text=is%20not%20necessary.-,Components,-Three%20different%20method as option material in order to use as components the objects that have the materials' name.
Gr8 stuff, Sir. But when I go "follow active quads" for UV-mapping, the quads are perfectly aligned in the UV-viewer. But in the actual tesselation the components on the mirrored part are all flipped 180°? Maybe you know this issue?
Hi freezyAndHaze, you are right. The rotation of the components with the mirror modifiers is still a bit problematic because Tissue tries to find an acceptable solution by playing with the rotation of the components on the mirror faces, and not with an actual mirroring of the components. In my experience though, you may be able to find an acceptable solution by playing with a rotation of 90° of the component in XY. Let me know. I will work on a more stable solution in the future.
@@AlessandroZomparelli alright got it. Will try that and keep you posted. Btw .. are u eligible to turn on "Super Thanks" on TH-cam so people could tip your for your awesome work? Or maybe you have a "buy me a coffee link" or sth :D
@@freezyAndHaze I do have "Buy Me a Coffee" (the link is in the description). I did not have "Super Thanks", but I do have it now! Thanks for mentioning that 😀
Hi, yes, now it's a bit different. You can specify different components mode, and one of them is Materials. Which is equivalent to the former Multi components option
Hi, Is this tutorial still relevant? I tried to follow along in the dev branch 0.3.50 and the multi component button is gone. Is it done with the collection component mode now? Is it still possible/necessary to adjust the UVs? Thanks for making this though, i just really want to learn.
Hi Simon, you can use either "Collection" or "Materials" mode for the components. But "Materials" is the former "Multi-components". The UV system is just a method for controlling the rotations, but in the options there are also some alternatives. Depends on what.are your needs.
Looks like you may have revolutionized organic hard surface modelling in Blender with tissue (at least to some degree)... this has some crazy possibilities, impressive!
Your add-on will be part of our university's GenArt & Design classes. Such great work!
Cool, thanks. Please, send me some details. I'm curious :-)
@@AlessandroZomparelli We (Maastricht Institute of Arts, the Netherlands) are a medium-sized art academy, part of Zuyd University of Applied Sciences. The Communication and Media Design department is mainly focused on traditional approaches of image creation and interaction. Currently my colleagues and I are tasked with updating the curriculum in the area of 3d and XR. I mainly focus on these technologies from the field of parametric design and generative/algorithmic image creation.
This semester our first year students always grapple with the idea of generative design and how it can inform and enrich their design practices. They do this by learning scripting visuals in Processing. This year they also have the option of joining a workshop that I host, where I explain the 3d space and I introduce them to the basic concepts of modelling and the possibilities of computative design. Using your fantastic add-on makes this possible without having them bug out on Python-coding. So cheers! I created this teaser (in Dutch).
th-cam.com/video/_RO99vs9fSo/w-d-xo.html
i'm still really blown away by this
wow, I'd really like to see vanilla blender get behind this kind of workflow eventually, this is powerful
Oh my. This add-on is a game changer. This is going to make my modeling process so much better. Simply amazing. Thanks for explaining how this add-on works. I have heard about it for awhile but never understood how it works or its versatility. Beautful work
Can't wait to try and model buildings like this!
Alessandro, thank you so much for this amazing walkthrough. You've made a really complex topic easy to understand and follow.
Thanks Jeremy
we need more tissue tutorials and updates!
16:29 mirror modifier issues - I am dealing with some constant similar challenges and want to highlight this :)
I'm new to Blender so I don't understand everything that you're doing, but I know sorcery when I see it. ✨
Tissue is what the world needed the most! Absolutely wonderful work. But it's quite heavy on the processor. Moving these objects around is always very laggy on my PC.
Hi Alessandro,
you are doing some incredible work!
I'm all over your addons (and still working on some results)
I think you just opened a huge wormhole here. Amazing!
impressive way of working. Thank you for sharing!
Tissue tools is one of the great tools in Blender and I wish I have in Houdini (well, it's possible to reimplement in Houdini, but it's a little bit too much for my skills now)
excellent workflow you may have help me with some item construction 4 3d printing over pre-cast metal. thanx a bunch. now all i need to do is find a way to recycle plastic soda bottles. again thanx a bunch you are genius sir cudos 2 you.
FANTASIC, I think it would help a lot in architectural design.
Wow! This is incredible. Im sooo excited. Thank you. My mind has exploded.
This is an interesting application of tool for any hard surface artist, cool idea!
Thank you for your work Alessandro. This kind of videos with such high quality and very well explained are really inspiring for any 3d modeling artist.
Thank you very much Pedro
WOW, Great Video!
This is so cool, and also free. Damn you are a good human xD
I basically worked with Cinema 4D but practice a little in Blender, but this tool of Software is amazing
great work blender has some real code masters so much to learn thanks
Great tutorial, it would be nice if you could make a tutorial on how you make the topology with different color code and edge loop
Pleaassse haha or if anyone has any other info on this
I think I got it.. fristly he made the shape with subd then he duplicated it. On the duplicate he then retopologized (if he did it on the initial head the shape would change) with a mirror modifier. Then he overlaped the two heads and scaled so that the duplicate is bigger than the original. He then added a shrinkwrap mod to the duplicate with the initial one as target. You may have to change the offset a bit.
this technique is incredible, so much possibilities but i wish it was just a bit easier to use, there is just so much huddles nd tinkering to get it to look decent that i'd just rather sculpt the helmet. Have you revisited how to make using this a bit easier?
Hi! I see your point and I agree. Sometimes it is hard to cover all the possible situations and there are many parameters that are involved. I tried to adopt the default settings that I considered the most intuitive for beginner users. Probably some specific parts of the workflow could be improved, for example, some smart tools for the rotation of the components when a Mirror modifier is used. One small improvement is the new button for the use of the multi-components method based on the materials: docs.blender.org/manual/en/latest/_images/addons_mesh_tissue_tissue-tools.jpg (check the material icon on the right of "Tessellate")
@@AlessandroZomparelli thankyou so much for your reply! and yes you're right smart tools for handling rotation nd other stuff would probably make this my fave modelling technique of all time. i tried doing the whole uv remapping nd rotating thing nd just gave up, the fact that we have to match the subdivisions of the components we wanna use is also another huddle 😅😅😩😩.
woooo, man, mind blown. Will try this asap!!
Many thanks again for sharing this amazing work, was trying to follow along though stumbled on how to set up the multi component part. The multi component button is not showing in the data properties section under selective, we used the random materials to obtain the colors.. maybe this is for something else ? TIA
Hi, now it is slightly different. You will find the option under Components: Materials: docs.blender.org/manual/en/latest/addons/mesh/tissue.html
@@AlessandroZomparelli ah ok thanks.. just to confirm the colors to the base object are added using the random materials button after patch tessellating 1 object, then name each component the same as prefix names, then check materials under component mode ? Thanks again..
@@hasger1941 you can assign the materials in different ways. Random is not the only way, you can assign them manually to the base object. The important thing is that for every material that you use, you also have an object in your scene that have the same name. If you want them randomly, then you can use the Collection method instead. In that case the materials are not used at all. Instead they will be picked randomly from a collection
@@AlessandroZomparelli Thanks ♥
Thanks a lot Alessandro! I'm currently working on my masters thesis which is about the development of an additively manufactured "Cranial Remolding Orthosis" which is an orthosis to treat head deformities of infants. And I try modeling the CRO with your epic addon. Best regards.
Thank you very much freezyAndHaze! The project you are working on it's very interesting and I would love to see your progress if you like.
Maybe you know that already, but I did use Tissue for orthosis design: th-cam.com/video/pVNYyJeLGZI/w-d-xo.html Maybe it can give you some additional inputs :-)
@@AlessandroZomparelli Thanks for the hint, I'm mostly done with my tissue model. I'll write you and e-mail. Maybe you would like to check it out :)
@@AlessandroZomparelli I found u on Instagram and actually wrote you on there.
Still amazing tool.
Impressive, excellent add-on!
Wow! It`s just Magic! Really cool. Thank you.
Complimenti! Tool geniale!
Inspiring! Thank you for this tools and for the tutorial
Genius. I am in awe!
WHAT FUCKING SORCERY IS THIS
you're an absolute living legend dude
Hello Alessandro ,
Good day
Did you planned to updated tissue add-on Tessellation around geometry node
Bravo! It's astonishing
Wonderful. Thank you!
Hi Alessandro, I was wondering where the option to 'rotate faces' is on Blender 2.9? Otherwise it's very difficult to use the 'default' rotation options with a tessellation
amazing work
This is incredibly useful in so many applications, thanks so much!!! I was wondering, would it be possible to keep the UVs from components in the tesselated mesh? Right now the tesselated mesh has no UVs, and we often may want to unwrap and texture components - that currently gets lost in the tesselated mesh (materials from components are transferred, but not UVs).
Fantastic! Thanks!
Very nice looking stuff, 3D print helmet and add some LED light :)
Amazing work!
Genius!
Genius
Awesome👏👍
amazing!!!!
subbed! sick stuff
This seems like an easy way to cheat character modeling. Just have an 'eye' or 'mouth' that you can save in your database, append them, and add them to any model. Then apply, and sculpt to fit. Not as impressive as doing this ^, but it's gotta be a time saver.
Nice tip! :-)
I hear a "rhino" crying in the background !
So cool 🙌
Hello, such a great Tutorial ! But im stuck at the first stage with the Helmet with all different materials I guess using shrink-wrap ??? Could you please support us on doing this work please ( Splitting the areas on the Helmet ) ?
Hi Mrs Queen. The Shrink-Wrap modifier is used to articulate the topology of the object used for the tessellation, preserving the smoothness of the surface. This step is not critical for the tessellation. For the tessellation you mast assign different materials to the different shapes.
@@AlessandroZomparelli Many Thanks Alessandro ! But I'm sorry I'm bit lost about the part to get the helmet cut in several materials and with color splits ( On the right side of the screen ).If you could explain us or maybe mention what you did so I could look how to make it , many thanks in advance ,again great tutorial !!!
@@mrsqueen8559 in the material panels you should add some new material slots. In every slot you create a new material with a name matching the names of the components object. When you are in edit mode you should see a button "Assign" in the same material panels which allows you to assign the material to the selected faces. I suggest to change the color of the materials and to go in material preview in order to visualize them on the object.
WOW! You amazing!
We need blender 3.0 tissue addon!!
Actually it's already there :-) in Blender 3.1 it should be working fine. I recommend downloading the GitHub development branch for the most updated version.
why your subdivision surface modifier just makes the polygons smoother instead of subdividing it in more polygons? thanks
That's how the "Patch" more works. It is true only for the last subdivision surface in the modifiers stack
Brilliant..
hi, i can't find the multi components on blender 3.1.0. even though i have followed your steps, thanks
Hi Sute, in the latest update, I changed a bit UI and the logic. Now it is here: docs.blender.org/manual/en/latest/addons/mesh/tissue.html#:~:text=is%20not%20necessary.-,Components,-Three%20different%20method as option material in order to use as components the objects that have the materials' name.
It's a black magic.
Amazing :)
Gr8 stuff, Sir. But when I go "follow active quads" for UV-mapping, the quads are perfectly aligned in the UV-viewer. But in the actual tesselation the components on the mirrored part are all flipped 180°? Maybe you know this issue?
Hi freezyAndHaze, you are right. The rotation of the components with the mirror modifiers is still a bit problematic because Tissue tries to find an acceptable solution by playing with the rotation of the components on the mirror faces, and not with an actual mirroring of the components. In my experience though, you may be able to find an acceptable solution by playing with a rotation of 90° of the component in XY. Let me know. I will work on a more stable solution in the future.
@@AlessandroZomparelli alright got it. Will try that and keep you posted. Btw .. are u eligible to turn on "Super Thanks" on TH-cam so people could tip your for your awesome work? Or maybe you have a "buy me a coffee link" or sth :D
@@freezyAndHaze I do have "Buy Me a Coffee" (the link is in the description). I did not have "Super Thanks", but I do have it now! Thanks for mentioning that 😀
hi i m using the latest blender and i couldnt find the multi components button under selective, is that moved?
Hi, yes, now it's a bit different. You can specify different components mode, and one of them is Materials. Which is equivalent to the former Multi components option
If you can please specify how exactly does multi components work.. can't seem to work it out. It is greyed out
Ho Binc, did you assigned some materials to the faces of your mesh with the names matching the names of your component objects?
Oh ok.. so the name of the object and not of the material. Thanks!
Sorcery?!
Hi, Is this tutorial still relevant? I tried to follow along in the dev branch 0.3.50 and the multi component button is gone. Is it done with the collection component mode now? Is it still possible/necessary to adjust the UVs? Thanks for making this though, i just really want to learn.
Hi Simon, you can use either "Collection" or "Materials" mode for the components. But "Materials" is the former "Multi-components". The UV system is just a method for controlling the rotations, but in the options there are also some alternatives. Depends on what.are your needs.
🖤🖤🖤🖤🖤🖤🖤🖤
I want to be friends too.
voodoo!
Tissue, I hardly know you