I discovered and started using blender about two weeks ago and I’ve got to say your tutorials and quick tips have been so informative and useful. I also appreciate that they are straight to the point no unnecessary meandering or stupidly loud intros. I don’t often subscribe or like videos but you’ve definitely earned one.
Thanks so much man 😁 Hopefully you keep finding the videos helpful. I've got a couple of videos coming up that I think will be particularly handy (depending on what you design)
The only problem I've found with that is you can't add edges to a group. You can only add verts. So if you have a cube and you want to bevel the left side and the right side, it's going to bevel everything, because there are edges between verts on the left and verts on the right. You'd have to do that with two separate modifiers using two separate vert groups, but sometimes it's too complex to do it that way.
The difference between inner and outer miter is where the widest gap is. If the wide part of the gap is on the outside of the angle it is the outer miter, likewise the opposite if the largest gap is on the inside of the angle it is the inner miter.
Awesome as always! Learned sth new again! Btw I've got Meshmachine, tools, boxcutter & hardops. I'd like to see some useful tutoials if you've got time :)
Shade smooth does not affect the actual shape of the object at all. It basically creates the "illusion" of the faces being more rounded when actually they are flat. Very useful for rendering/animation but not useful for 3D printing.
Regarding your issue with boxcutter aligning too close to the edge, I've found that tapping alt and moving the mouse slightly will do the trick. Thanks for this informative video! You speed up the learning process.
Great tutorial! The terms, inner and outer miter being psychologically reversed I’m sure have a meaning but other than that, this is a fantastic tutorial. I must ask, how did you so cleanly move all of those beveled faces? Is that product of shading smooth?
Superellipse 0.75 gives far better curvature - blend between flat and bevel - compared to 0.5 which is a circular bevel. Obviously as the transition zone is wider, you have to compensate for that using a bigger bevel size to begin with. Try on a default cube with 100mm 0.5 bevel and compare it to a 200mm 0.75 bevel (16 segments should be enough) using any of the zebra stripe matcaps to see the difference. If you work with high quality polished reflective surfaces, these reflection transitions does matter.
Thanks, great tips. I focus on design for 3D printing so that wouldnt be as relevant for me as for CG work but I am going to check it out for sure. And that's fantastic for people interesting in Blender for graphical work, thanks so much for sharing.
That's using an add on called boxcutter. I have a whole playlist on it here: th-cam.com/play/PLnqmLZKRm5CajsNlyFbieVyGxzdbBN-jo.html You can find the addon (discounted with HardOps and I would get both as they work together) here: blendermarket.com/products/hard-ops--boxcutter-ultimate-bundle/?ref=834
@@ArtisansofVaul yes it's a free addon , the bevel with hard ops when u choose the edge you want to select , the addon have even more tool like inset boolean , th-cam.com/video/vkN3WfOYFv8/w-d-xo.html
I discovered and started using blender about two weeks ago and I’ve got to say your tutorials and quick tips have been so informative and useful. I also appreciate that they are straight to the point no unnecessary meandering or stupidly loud intros. I don’t often subscribe or like videos but you’ve definitely earned one.
Thanks so much. Lovely to hear the videos are helping people put 😁👍🏻
LIFESAVER VIDEO! I can't believe after trying all sorts of topology set ups in, it was just a setting! Thank you so much!
Happy to have been able to help 😁
Note to self: Vortex Group @ 4:54
Thank you for this tutorial - this was the exact technique I was looking for :)
😁 Glad to be able to help and thanks for taking the time to comment.
I learn something new in just about every tutorial you put out! Great work!
That's always good to hear. Thanks so much for taking the time to check out so many videos and to comment on them. It really helps the channel 😁👍🏻
Wow, groups give me a chance to get more than one non distractive bevels at same mesh.
Thanks a lot!
My pleasure 😁👌🏼
I'm so glad I found this channel. This is one of the better Blender-3DPrint channels, I think.
Thanks so much man 😁 Hopefully you keep finding the videos helpful. I've got a couple of videos coming up that I think will be particularly handy (depending on what you design)
been looking for a bevelling technique like you did using vertex grouping. just in time thanks a lot
No problem 😁
The only problem I've found with that is you can't add edges to a group. You can only add verts. So if you have a cube and you want to bevel the left side and the right side, it's going to bevel everything, because there are edges between verts on the left and verts on the right. You'd have to do that with two separate modifiers using two separate vert groups, but sometimes it's too complex to do it that way.
@darrennew8211 Agreed. It's really frustrating that you can't use it in that way as it would be awesome if you could non-destructively.
The difference between inner and outer miter is where the widest gap is. If the wide part of the gap is on the outside of the angle it is the outer miter, likewise the opposite if the largest gap is on the inside of the angle it is the inner miter.
Ahh.... Thanks so much! 👍🏻
I always had a problem with this, Thanks!
No problem. Honestly I have no idea why it isn't the default setting.
You are an asset to the 3D community
Thanks so much 😁 What a compliment.
Brilliant tutorial thanks
Cheers. Glad it was helpful 😁
Awesome as always! Learned sth new again! Btw I've got Meshmachine, tools, boxcutter & hardops. I'd like to see some useful tutoials if you've got time :)
I've got a series on boxcutter here. I should do one on mesh machine as well.
th-cam.com/play/PLnqmLZKRm5CajsNlyFbieVyGxzdbBN-jo.html
Thank you for the video. Could you please explain what really shade smoothing does? Does it affect object shape?
Shade smooth does not affect the actual shape of the object at all. It basically creates the "illusion" of the faces being more rounded when actually they are flat. Very useful for rendering/animation but not useful for 3D printing.
Much smoother!
Thanks. It really makes a big difference.
Regarding your issue with boxcutter aligning too close to the edge, I've found that tapping alt and moving the mouse slightly will do the trick. Thanks for this informative video! You speed up the learning process.
Great trick. I'll give thag a try. And glad the videos help 😁
excellent video, i learned a lot thank you so much!
My pleasure. Always happy to help with people finding new things 😁👍🏻
it was really helpful, thanls a lot!!
Thanks 😁
Great tutorial! The terms, inner and outer miter being psychologically reversed I’m sure have a meaning but other than that, this is a fantastic tutorial. I must ask, how did you so cleanly move all of those beveled faces? Is that product of shading smooth?
@m.c.squawk708 I have cavity on which helps excentuate the parts that have greater facetting, that's having a lot of impact.
thank you 🙏
My pleasure Mohamad 😁
great tips cheers from canada
Thanks man.
Superellipse 0.75 gives far better curvature - blend between flat and bevel - compared to 0.5 which is a circular bevel. Obviously as the transition zone is wider, you have to compensate for that using a bigger bevel size to begin with. Try on a default cube with 100mm 0.5 bevel and compare it to a 200mm 0.75 bevel (16 segments should be enough) using any of the zebra stripe matcaps to see the difference. If you work with high quality polished reflective surfaces, these reflection transitions does matter.
Thanks, great tips. I focus on design for 3D printing so that wouldnt be as relevant for me as for CG work but I am going to check it out for sure. And that's fantastic for people interesting in Blender for graphical work, thanks so much for sharing.
It's useful, thanks!
Great to hear 😁
Why Alt W doesn't works to cut the edge of box ? will you show how to do it ? thank you
That's using an add on called boxcutter. I have a whole playlist on it here: th-cam.com/play/PLnqmLZKRm5CajsNlyFbieVyGxzdbBN-jo.html
You can find the addon (discounted with HardOps and I would get both as they work together) here: blendermarket.com/products/hard-ops--boxcutter-ultimate-bundle/?ref=834
What material are you using? I really like the way even the unedited cubes look like they have a small amount of bevel
Thanks. It'd pretty easy to set up. I've got it covered in the first section of this video: th-cam.com/video/orqt8Fw7q8o/w-d-xo.html
Alt-N > Average > By face area to fix those shading issues
Thanks for the tip 👍 As I design for 3D printing it's not something I look into a lot so its really appreciated how for other people.
thats really usefull, thanks.
😁👍🏻
😁
nd huge menace have same and it's free
What has the same? Huge menace? Is that an add on?
@@ArtisansofVaul yes it's a free addon , the bevel with hard ops when u choose the edge you want to select , the addon have even more tool like inset boolean , th-cam.com/video/vkN3WfOYFv8/w-d-xo.html