Gothic Arches in Blender - The best method

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  • เผยแพร่เมื่อ 21 พ.ย. 2024

ความคิดเห็น • 50

  • @IrocZIV
    @IrocZIV ปีที่แล้ว +5

    The little tips, like how the order of applying scale makes a difference, are very helpful.

    • @ArtisansofVaul
      @ArtisansofVaul  ปีที่แล้ว +1

      Thanks so much man 😁. KDS has a really useful comment (that I didnt know), you can change these after the scaling as well using the mean radius for the vertices in the properties pannel.

  • @Pads3d
    @Pads3d 9 หลายเดือนก่อน +2

    Love the little bits of info with what addons you are using. I'm familiar with them myself but if I was watching this as a noob, I would have been totally lost without the little mention of the addons for sure.
    Great technique on both approaches imo and great demo all around. Subscribed mate, keep up the top quality vids :)

    • @ArtisansofVaul
      @ArtisansofVaul  9 หลายเดือนก่อน

      Thanks so much Pads. Really appreciate the sub and you taking the time to comment. There was also a follow on video from this one as someone mentioned another idea which was interesting and I hadn't really explored before: th-cam.com/video/QQ06H3kGgpk/w-d-xo.html

  • @paperbea
    @paperbea ปีที่แล้ว +1

    I never knew what space did in loops tools, hopfully I can remeber to use next time. thanks.

  • @theintrnationlst
    @theintrnationlst ปีที่แล้ว +1

    Well done, the little extra along the way are so helpful too. I use Loop tools all the time, but didn't know about Space! Thanks!

    • @ArtisansofVaul
      @ArtisansofVaul  ปีที่แล้ว +1

      Thanks man. Space tool is so useful, along with the curve tool. Totally game changers

  • @rjwh67220
    @rjwh67220 ปีที่แล้ว +3

    I’m right with you on Canterbury cathedral. What an amazing work of art and engineering! I’ve been wanting to do Chartres in Blender and your arch method looks like it’ll should great for my arches and and buttresses. Thanks for posting.
    PS: subscribed

    • @ArtisansofVaul
      @ArtisansofVaul  ปีที่แล้ว +1

      Thanks for the sub 😁 And cheers for taking the time to comment 👍🏻😁

  • @KDSBestGameDev
    @KDSBestGameDev ปีที่แล้ว +3

    While you were scaling the mean radius of the selected vertices of the curve 8:32, you see in the properties panel mean radius. If you set those to 1 it should be fine.

    • @ArtisansofVaul
      @ArtisansofVaul  ปีที่แล้ว +2

      Oh excellent. How could I have missed that all this time! I was looking for that in the curve data properties. You're a legend! Thanks man 😁👌

  • @ronaldbell7429
    @ronaldbell7429 ปีที่แล้ว +1

    Very interesting. I would have liked to see you fix the top of the arch on the right :)

    • @ArtisansofVaul
      @ArtisansofVaul  ปีที่แล้ว

      That can be done by changing the width of that point if you want to keep it as a curve but best would be "convert to mesh" and then just move the points down a little on the z axis.

  • @stedbenj
    @stedbenj 10 วันที่ผ่านมา +1

    Thank you for this!

    • @ArtisansofVaul
      @ArtisansofVaul  10 วันที่ผ่านมา

      @@stedbenj Happy to help 😁😁😁

  • @ShadawGaming
    @ShadawGaming 10 หลายเดือนก่อน +1

    Incredible tutorial, well done!

    • @ArtisansofVaul
      @ArtisansofVaul  10 หลายเดือนก่อน

      Thanks man. Glad you enjoyed it 😁

  • @EmilySmirleGURPS
    @EmilySmirleGURPS ปีที่แล้ว +5

    I think the Screw modifier could be used instead of the Spin tool, giving a nondestructive workflow.

    • @ArtisansofVaul
      @ArtisansofVaul  ปีที่แล้ว +2

      Thats quite fun! You'd need to use an empty to perform the screw around but I hadn't thought of that. Great comment! 😁👍

    • @EmilySmirleGURPS
      @EmilySmirleGURPS ปีที่แล้ว +2

      Confirmation. And you don't need to change the Origin or rely on the Cursor, which can be handy.
      Create 2 empties - place the first one where you were placing the cursor, place the other at the centre of the arch (where you placed the origin).
      Set up your Screw
      - Angle should be somewhere between around 63 - this way the number of steps you pick will be the number of loops on one side.
      - Screw should be zero meters or it'll go spiraling off into the distance. Fun, but not what we want today.
      - Iterations should be 1, again, we don't need big circles or anything.
      - your Axis probably has to be either X or Y, depending on your use case.
      - Set the Axis object to be the "Cursor" empty
      - Steps gets you your resolution.
      -turn on Merge, double check the distance doesn't clobber distances on your profile object.
      Then you add the Mirror modifier like you set it up, with the addition of setting the Mirror object to be the "Origin" empty.
      If you feel like doing a video on this, go to town.

    • @ArtisansofVaul
      @ArtisansofVaul  ปีที่แล้ว +1

      @@EmilySmirleGURPS I agree with the above. I was just playing with it myself. I would probably move the origin (actually Id move the vertices of the plane in edit mode) so that the origin is the centre of the arch but thats just a personal preference. 😁

    • @EmilySmirleGURPS
      @EmilySmirleGURPS ปีที่แล้ว +2

      @@ArtisansofVaul Yes, definitely down to preference there.
      Putting the origin in the centre means it's in the logical point for the final object, which is a good practice.
      My logic has to do if you're sharing the mesh data between multiple objects, like to re-use it for multiple different shaped/sized arches/pillars/whatever and have them all update together when I change it, which is probably a bit more niche.

  • @3dartist31
    @3dartist31 ปีที่แล้ว +1

    REALLY NICE TIP SIR THANKS AND I DO APPRECIATE THAT HONESTLY

  • @moonghostly
    @moonghostly 7 หลายเดือนก่อน

    I found a way to flatten the edges at the very beginning of the video. We can just hold S+X+0 or S+Y+0. Depending on which axis.

    • @ArtisansofVaul
      @ArtisansofVaul  7 หลายเดือนก่อน

      If you're thinking of when I use align that flatten in a chosen direction to the furthest point. What you've suggested will average the position of the two vertices, messing up the bevel that was there.

  • @roundninja
    @roundninja ปีที่แล้ว +1

    Kinda confused how this video still has under 250 likes. There's some good info here

    • @ArtisansofVaul
      @ArtisansofVaul  ปีที่แล้ว +1

      😅 Thanks man. I think people just don't click the like button that easy. Or maybe I just have an annoying voice 😉🤣

  • @Revenant483
    @Revenant483 ปีที่แล้ว +1

    Awesome tutorial and explanation ΛₒV. I have been wondering how one would pull this off. I was thinking of how to create a temple door / window frame and this helps a lot! I like the mirror / spin tool method. It makes the most topographically clean arch. Like you said it all depends on how many steps you want to do to achieve the result, and weather or not you need to edit the result.

    • @ArtisansofVaul
      @ArtisansofVaul  ปีที่แล้ว +1

      Exactly. I don't think one method is better than the other but both are worth knowing for sure.

    • @Revenant483
      @Revenant483 ปีที่แล้ว +1

      @@ArtisansofVaul Yes you are 100% correct. Thanks again for the knowledge!

  • @jimmyzimms
    @jimmyzimms ปีที่แล้ว +1

    @8:15 chibi arches! 😁

  • @jellyfishtube
    @jellyfishtube 3 หลายเดือนก่อน +1

    What to do if top is open a bit, where curves join?

    • @ArtisansofVaul
      @ArtisansofVaul  3 หลายเดือนก่อน

      @@jellyfishtube Do you mean there's a gap?

    • @jellyfishtube
      @jellyfishtube 3 หลายเดือนก่อน

      @@ArtisansofVaul Yes

    • @jellyfishtube
      @jellyfishtube 2 หลายเดือนก่อน

      Never mind,i just did it wrong first time

  • @pinilandok
    @pinilandok 7 หลายเดือนก่อน +1

    how do i then incorporate the arch into a wall and make a hole through it?

    • @ArtisansofVaul
      @ArtisansofVaul  7 หลายเดือนก่อน

      For that you'll need to use boolean functions. The difference boolean to make the hole and the union to combine the arch with the wall. For the difference I find the addon boxcutter speeds it up a lot.

    • @pinilandok
      @pinilandok 7 หลายเดือนก่อน +1

      @@ArtisansofVaul thank you!

  • @maniacbanana9431
    @maniacbanana9431 ปีที่แล้ว

    is it possible to doa turotial on tecturing them? they technically dont have faces so its a lot more complicated

    • @ArtisansofVaul
      @ArtisansofVaul  ปีที่แล้ว

      The version created with a curve can be converted to a mesh to allow for texturing as normal. Just right click, convert to and then select mesh. 👍

  • @Dhieen
    @Dhieen ปีที่แล้ว +1

    Now do it with geometry nodes

    • @ArtisansofVaul
      @ArtisansofVaul  ปีที่แล้ว

      🤣🤣🤣 That's not the worst to do for the basic shape but I think it would be less efficient as a one off. Adding the details would be annoying.

    • @Dhieen
      @Dhieen ปีที่แล้ว

      Oh yeah? Im (re)discovering geo nodes currently and im learning so many cool things, like auto unwrap with the same pixel density for any mesh, curve from vertices with a profile so i can edit it very easily, radial array, thats so cool@@ArtisansofVaul

  • @stefanosiclari
    @stefanosiclari 11 หลายเดือนก่อน +1

    At 1:34 I already have no idea what the hell are you doing... I have machinetools but no align option whatsoever.

    • @ArtisansofVaul
      @ArtisansofVaul  11 หลายเดือนก่อน

      You need to turn it on in the Machine Tools options in the preferences/addon menues

  • @mspeir
    @mspeir ปีที่แล้ว +1

    You keep saying "why axis". Don't you mean "yed"? 😁