Booleans on Curved Surfaces in Blender | Perfect Shading

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  • เผยแพร่เมื่อ 1 มิ.ย. 2024
  • This video will show you how to properly achieve perfect shading on a curved surface in Blender.
    Get our Hard Surface eBook for free - www.blenderbros.com/ebook
    If you want to expedite your boolean workflow, you can grab mesh machine here (affiliate link). I use it every day: gumroad.com/a/68613235
    gumroad.com/theblenderbros
    Instagram: / josh.gambrell
    Twitter: / josh_gambrell
    Artstation: www.artstation.com/wooden_rain
    For business inquiries email: josh@blenderbros.com

ความคิดเห็น • 168

  • @theaudiorampage
    @theaudiorampage 3 ปีที่แล้ว +84

    I have never seen the transferring normals. Thats dope.

    • @schm4704
      @schm4704 3 ปีที่แล้ว +1

      Full ack.

  • @Gredran
    @Gredran 3 ปีที่แล้ว +53

    I love the Boolean lesson no doubt.
    But after a few years of working in Blender I had NO IDEA you could change things like the vertex size!

    • @JoshGambrell
      @JoshGambrell  3 ปีที่แล้ว +18

      I can't stand Blender's default vertex size lol

    • @user-be3ky2qo4i
      @user-be3ky2qo4i 3 ปีที่แล้ว

      @@JoshGambrell so glad to see such an great quailty of the vedio ! but one thing makes me wonder that when it comes to model a car and trying to make a panal gap on really complexed curved surface, the way shown in this vedio could also be a solution??

  • @josephroiml
    @josephroiml 3 ปีที่แล้ว +1

    I really appreciate that you're explaining things the vanilla as well as the add-on way, thank you.

  • @christopherjr7189
    @christopherjr7189 3 ปีที่แล้ว +7

    Great video, in particular because you showed the vanilla way. As a student/pupil who doesn't earn any money with blender, add-ons are usually out of one's budget.

  • @uroborosfirst5637
    @uroborosfirst5637 8 หลายเดือนก่อน

    Josh Gambrell: MODELS THINGS SO FAST AS F SO YOU CAN'T EVEN NOTICE PROCESS DETAILS SOMETIMES
    Also Josh Gambrell: "Sorry this taking so long" 😅😅😅
    P.s. thnx for lessons, bro! Learning blender with your help. Your ability to explain complex things so clear is awesome!!!!!!

  • @michaelalexander9120
    @michaelalexander9120 3 ปีที่แล้ว +3

    Might be my favorite tutorial so far. Thinking about getting mesh machine but want to learn more of the fundamentals. This was great tutorial.
    Thanks for your help

  • @t1e6x12
    @t1e6x12 3 ปีที่แล้ว +1

    Wow, just wow. These are the kind of things I wish I knew of sooner.

  • @DarkAutumn3D
    @DarkAutumn3D 2 ปีที่แล้ว +1

    I admire that and I'm the same way. Even as an experienced 3D model artist myself - I still run into problems and have to then think outside of the box to come up with ways of fixing it. I think there's often a stigma that, once you pass a certain level, you can literally model anything without a single hiccup. I find that it's just unrealistic to think that way and you'll always be learning from little mistakes and hurdles. That's why I enjoy being a 3D model artist. There's always little challenges that help you to better yourself.

  • @drendelous
    @drendelous 3 ปีที่แล้ว +14

    i appreciate a lot you mentioned paid addons. i wish more people could afford them

  • @DECODEDVFX
    @DECODEDVFX 3 ปีที่แล้ว +18

    Cool video buddy. FYI, you don't need to add the cast modifier to spherize a cube. You can just hit Shift+Alt+S and drag the mouse in object mode.

    • @JoshGambrell
      @JoshGambrell  3 ปีที่แล้ว +3

      Ah perfect! Would've been a lot quicker that way, I just never have to do it in vanilla

    • @DECODEDVFX
      @DECODEDVFX 3 ปีที่แล้ว +4

      @@JoshGambrell Slight correction. You do it in edit mode after you apply the sub-surf. Still usually faster though compared to manually applying the cast.

    • @SonictheHedgehogInRealLife
      @SonictheHedgehogInRealLife 3 ปีที่แล้ว

      @@JoshGambrell wdym you dont have to do it in vanilla blender?

    • @bitslay
      @bitslay 2 ปีที่แล้ว

      @@SonictheHedgehogInRealLife he uses add-ons in his workflow

    • @DonaldDrennan
      @DonaldDrennan ปีที่แล้ว

      How would you model a cylinder that transitions to a hexagonal section and back to a smaller smooth cylinder with a rounded top?

  • @andregustavoantunes
    @andregustavoantunes 3 ปีที่แล้ว +1

    Man!!!!! THIS TUTORIAL IS LIKE MAGIC..... AMAZING....

  • @abrahamwondafrash7549
    @abrahamwondafrash7549 2 ปีที่แล้ว

    even out, the cutter and source object is a very helpful method!

  • @amoebajoe
    @amoebajoe 2 ปีที่แล้ว

    worked flawlessly, awesome technique, thanks!

  • @Wzxxx
    @Wzxxx 3 ปีที่แล้ว +1

    Unbelievable. I was struggling a week with this holes in my model. Thx

  • @scopchanov
    @scopchanov 3 ปีที่แล้ว

    Works like a charm! Thank you!

  • @TheAchonx
    @TheAchonx 3 ปีที่แล้ว

    these tutorials are so underrated, thanks for putting time to do these..

  • @vsemionov
    @vsemionov ปีที่แล้ว

    This video saved me after hours of trying to fix my shading, it's incredible! Thank you so much!

  • @twoolsey100
    @twoolsey100 3 ปีที่แล้ว +13

    As a teacher, I have to commend you on your natural ability and gift for explanation. Your approach reminds me of Richard Feynman. I appreciate that you take the time to explain the reasoning behind your decisions and not simply how to accomplish something. I am new to this and i have lamented that there are few videos available that discuss principles of 3D . Your lessons address how to think about the process of modeling and the relevant considerations . You are a great introduction to the subject. I see from your work that Im learning from someone who is accomplished. Keep teaching ! Thank you.

    • @JoshGambrell
      @JoshGambrell  3 ปีที่แล้ว +5

      Ah thanks a bunch Travis! Fortunately it is an innate skill for me and I am so happy I can use it to help others. I also do the EXACT opposite of 90% of my College professors... lol. Most are genius but simply cannot teach.

  • @farhadsamadov3598
    @farhadsamadov3598 3 ปีที่แล้ว

    Amazing job 👍
    Thanks for your time 😘

  • @wscfan3044
    @wscfan3044 3 ปีที่แล้ว

    Yes thank you! I really needed this!

  • @fransomoza2399
    @fransomoza2399 ปีที่แล้ว

    Dude, I just love you for this, its been many hours trying to fix a damn mesh with booleans and this data transfer thing is the shit thanks forever ❤

  • @midnightstudio9175
    @midnightstudio9175 3 ปีที่แล้ว +1

    Josh is like a prophet...a blender prophet

  • @azhdarmuhamad4787
    @azhdarmuhamad4787 3 ปีที่แล้ว

    Wooow unbelievable!!
    That’s good

  • @ollie4859
    @ollie4859 2 ปีที่แล้ว

    thank you so much josh your tutorials are really helpful!

  • @Daniel-nb3kk
    @Daniel-nb3kk 3 ปีที่แล้ว +1

    Very helpful, not many other videos like this on TH-cam. :)

  • @KnapfordMaster98
    @KnapfordMaster98 2 ปีที่แล้ว

    never seen anyone show transferring the normal data to fix the shading. amazingly simple solution.

  • @devendrapal9
    @devendrapal9 3 ปีที่แล้ว

    These tips are the best for product rendering

  • @BlenderDaily
    @BlenderDaily 3 ปีที่แล้ว

    great explanation, thanks!

  • @rawls101
    @rawls101 3 ปีที่แล้ว +3

    An alternative way to create a Quad-Sphere is to just "Shift A" - Add a "Round Cube", then under the "operator presets" dropdown menu, just change it to a Quadsphere

  • @keithlewis255
    @keithlewis255 3 ปีที่แล้ว

    Great video Josh, thanks man! Mine ended up with more triangles than I wanted, but was still very smooth... and overall the normal face data transfer REALLY did a nice job on the surrounding surface! Tips and techniques like these really make learning a lot smoother. I appreciate your knowledge and dedication.

    • @JoshGambrell
      @JoshGambrell  3 ปีที่แล้ว

      Thanks Keith! My pleasure!

  • @GeneralVariety
    @GeneralVariety 3 ปีที่แล้ว +1

    You are the boolean king

  • @megasupernewbie
    @megasupernewbie 7 หลายเดือนก่อน

    learning more from this channel then anywhere else :) thanks Josh

  • @hot_dammn9025
    @hot_dammn9025 3 ปีที่แล้ว +2

    Great tutorial. I appreciate the explaination on how things work and what to look for. It helps alot. No need to apologize for the length of the videos. They take as long as the take! Keep up the good work.

  • @ishwarkothandaraman3354
    @ishwarkothandaraman3354 3 ปีที่แล้ว

    Josh here doing gods work

  • @kolupsy
    @kolupsy 3 ปีที่แล้ว +3

    he talks about intuition when it comes to merging verts when cleaning up. i think the best way to to merge towards the vertex thats not on a straight line. if you merge a vertex, that is on a straight line towards a vertex that formes an angle with the others, you keep the right shape of the cutout

  • @gorans007
    @gorans007 2 ปีที่แล้ว

    Man thanks for showing us these, finally some proper tutorial to show me the real problems and not to just looking for bunch of tutorials where they won't give you any information like this, which for me this is so important. You have no idea how much videos and tutorials I was looking for to give me a proper explanation about this and I can never find anything close to this. I am 3ds max user, but I guess i have to change my workflow to Blender and get these things more easier.

    • @JoshGambrell
      @JoshGambrell  2 ปีที่แล้ว

      Awesome man! Happy it helps ya

  • @adrianrock4610
    @adrianrock4610 ปีที่แล้ว

    thank you so much... amazing tutorial

  • @user-rc1ee2jf1v
    @user-rc1ee2jf1v 2 ปีที่แล้ว

    good tutorial. many thanks!

  • @arolee9600
    @arolee9600 ปีที่แล้ว

    this really helps thx a lot for the tutorials!!

  • @SPQRxUSAxNUSA
    @SPQRxUSAxNUSA ปีที่แล้ว

    Very helpful thank you.

  • @Tether504
    @Tether504 3 ปีที่แล้ว

    I understand it's hard, but thank you so much for working in vanilla super appreciate it!

  • @aydaryakup4540
    @aydaryakup4540 2 ปีที่แล้ว

    Thank you very much sir! It helped me!!!

  • @christianthea1059
    @christianthea1059 3 ปีที่แล้ว

    Man you are awesome. I started learning blender 3d 1 year ago then I gave up. It was too hard for me. Then I came across your videos. And guess what ? Now you're an inspiration for me, I work hard every day to know blender 3d more. Thanks so much for what you do for the community 😊💪

    • @JoshGambrell
      @JoshGambrell  3 ปีที่แล้ว +2

      Thank you Christian! This means a lot. It has always been my goal to give back to the community and to teach others, so I'm super glad I've helped even if in a small way :-)

    • @christianthea1059
      @christianthea1059 3 ปีที่แล้ว

      @@JoshGambrell thanks again. We are grateful

  • @3dartist31
    @3dartist31 ปีที่แล้ว

    AWESOME

  • @CengizEmreTan
    @CengizEmreTan 2 ปีที่แล้ว

    Thank u Dude! Solved problem.

  • @heshjohans5331
    @heshjohans5331 ปีที่แล้ว

    Data transfer was the cherry on Top :D

  • @postmodernerkindergartner960
    @postmodernerkindergartner960 2 ปีที่แล้ว

    I love your channel dud! Just wanted to mention: i only got good results to fix the shading with shrinkwrap, not with DataTransfer, might have done something wrong, but good to know an alternative! Cheers!

  • @milkndsugar
    @milkndsugar 3 ปีที่แล้ว

    I like doing Ctrl shift - more than Ctrl - since it deletes the area that the boolean mesh is in rather than making the boolean mesh always be doing cuts or whatever it does, then I extrude inwards and join those vertices

  • @user-lt6eo7fm2o
    @user-lt6eo7fm2o 8 หลายเดือนก่อน

    Thank you good sir!

  • @Yoshi-qq4rh
    @Yoshi-qq4rh 3 ปีที่แล้ว

    Always interesting. great teacher!

  • @FlickerJab
    @FlickerJab 3 ปีที่แล้ว +2

    I believe you can shrinkwarp the vertex group on the second sphere to get the same results. Shrinkwrap and this method you just mentioned are the best workflows to use when cutting holes and creating creases in car modeling. This is a very interesting alternative, good stuff as always, thanks man.

    • @JoshGambrell
      @JoshGambrell  3 ปีที่แล้ว

      Thanks a bunch! Yeah, shrinkwrap is awesome, especially when using the conform tool built into mesh machine.

  • @darkdroide
    @darkdroide 3 ปีที่แล้ว

    nice video, really useful, thx

  • @Fantasyteamking
    @Fantasyteamking ปีที่แล้ว

    LOTS OFF APPRECIATION

  • @aluckyshot
    @aluckyshot 2 ปีที่แล้ว +1

    This is why I love Blender, passionate people sharing their knowledge for the love of art and modeling. Thanks for sharing. Great tips that will help many of us scrubs 👍

  • @cgfreak5359
    @cgfreak5359 3 ปีที่แล้ว

    Vary helpful and informational video thanks

  • @spartan.X
    @spartan.X ปีที่แล้ว

    You can also, (For the destructive modeling team), do a manual subdivision and use Mesh -> Transform -> To Sphere, It does the same job and it's already applied, and there's no size modification (wich is the case when using the subdivision surface modifier). Hope It'll help ^^

  • @DanielBrainbox
    @DanielBrainbox 3 ปีที่แล้ว

    thank you so much :)

  • @millie2079
    @millie2079 3 ปีที่แล้ว +1

    Great video as always Josh. The knowledge you give away for free is incredible.
    And to the people commenting on the cost of add-ons:
    If you have HardOps, Boxcutter, Meshmachin3 and Kit Ops you’ve got the best set of modelling tools for less than £150!!! You can’t even rent Cinema 4D for one month at that cost 😂😂😂
    Plus you get FREE tutorials from Grant Abbit, Josh and Ryuui, Masterxeon to name a few.
    Blender users are the luckiest in the 3D world!!!

    • @JoshGambrell
      @JoshGambrell  3 ปีที่แล้ว

      Thanks a bunch Chris! Anything behind a paywall will unfortunately always have controversy, so I try to find that balance between showcasing both the vanilla workflow and addon workflow so people can learn fundamentals and find their preferred modeling strategy :)

  • @Pham-Bao-Hoa
    @Pham-Bao-Hoa 3 ปีที่แล้ว

    Can't thank you enough!!!

  • @nook1e.
    @nook1e. 3 ปีที่แล้ว

    thanks a lot, everything's working! xD

  • @xstasis
    @xstasis 2 ปีที่แล้ว

    2:21 thanks for that tip, man

  • @markkatsdesign
    @markkatsdesign 2 ปีที่แล้ว +1

    Thank you for the tut. But is there a more efficient way to Boolean nicely without having to go through so many steps?

  • @sketchfx8890
    @sketchfx8890 3 ปีที่แล้ว

    Thx

  • @lladerat
    @lladerat 3 ปีที่แล้ว

    i cant stop making stuff in Blender thanks to these videos, please someone help me i cant stop!

  • @shawnhollahan590
    @shawnhollahan590 3 ปีที่แล้ว

    Thank you Josh for the great tutorial. Interestingly I'm trying to apply multiple round cuts in a cylinder and the vert process is more complicated. The cylinder is made of long stretched quads that make up its wall. There are no verts to move to create a bevel. When I shade smooth it looks awful even though I've followed your suggestion of matching vert density (between object and cutter) and cleaned things up. I'd love to see a follow up tutorial in which you do this process to a cylinder, cone, torus, etc. FYI... I'm mastering Blender for the purposes of Scientific Visualization and Presentations. I'm getting pretty good at Blenders basics (interface, tools and workflow) but now am mastering the details of modeling and next animating. I'm building a syringe that ejects a rice-sized capsule that has two rows of 6 holes, each hole carries a different drug. The capsule is injected into tumors and then later it is removed and doctors examine which drugs, from which holes have had the best effect at killing the tumor. So... accuracy of my model, realism and zooming in and out of scale (to show tiny capsule in detail, then zoom out to show full tumor and animating the process) I'm also having a hard time finding tutorials that teach array-modifiers that can create cellular architecture (molecules, proteins, cell walls, cell interiors, etc.) ...any tutorials in that direction would be greatly appreciated. Thanks for considering.

    • @JoshGambrell
      @JoshGambrell  3 ปีที่แล้ว +1

      Hi Shawn. First off, very interesting stuff you're working on! Second, my guess is that you have just a basic cylinder with no holding cuts. You need to add horizontal cuts as well so the shading doesn't stretch. The topology where the vertical cuts meet the horizontal cuts should roughly be square shaped if you want a decent amount of geo. Here is a great tutorial from my friend Ryuu: th-cam.com/video/7WWthTRodok/w-d-xo.html
      and one similar one that I made: th-cam.com/video/J_BlOBd7Wwo/w-d-xo.html&t
      Best of luck!

  • @tricky2k
    @tricky2k 3 ปีที่แล้ว

    When you move the vertices, the spatial position is respected? I mean, the place (x,y,z) where it should be without messing the geometry

  • @eclairesrhapsodos5496
    @eclairesrhapsodos5496 2 ปีที่แล้ว

    I usually do voxel remesh and smooth corrective + sculpting and then remesh again. By the way if for someone bolians crash blender - Houdini Apprentice (Free non commercial) works fine with them, even if its procedural noise erosion with crazy ammount of polygons.

  • @andersondavid83
    @andersondavid83 3 ปีที่แล้ว

    Thaaaaaaankyuuuuuu Bro! Auto smooth was all I needed to know 😅.. I was struggling two days for tutorial... U made my Day awsome .. thanks bro

    • @JoshGambrell
      @JoshGambrell  3 ปีที่แล้ว +1

      Glad to help Anderson!

    • @andersondavid83
      @andersondavid83 3 ปีที่แล้ว

      @@JoshGambrell thanks again bro! Coooool 😇❤️

  • @ManAtPlay
    @ManAtPlay 2 ปีที่แล้ว

    What a trick thnx

  • @nook1e.
    @nook1e. 3 ปีที่แล้ว

    Do u use shrink wrap modifier? I watch some guides and it helps to deform shape almost the same way

  • @therealrebelsquadron
    @therealrebelsquadron 2 หลายเดือนก่อน

    This video is 3 years old and still very useful. Working to make normals transfer a normal part of muh workflow. Yes, pun intended.
    Edit: Sometimes this will work, other times, it won't change the shading at all. Still trying to figure out why. Working on v4.0.2

  • @rudranathmistry6957
    @rudranathmistry6957 3 ปีที่แล้ว +3

    I think this quad sphere increases geometry. Rather I use uv sphere and rotate it to the position where I remove the upper triangle loop by Boolean. Circular Booleans really fit well an minimize artifacts on bevel

  • @OnnieKoski
    @OnnieKoski 10 หลายเดือนก่อน

    This is awesome. How do you get your cutting shape to automatically become a wireframe?

  • @kacperwojcik4794
    @kacperwojcik4794 3 ปีที่แล้ว

    One question. When I use built in option, merge by distance in cleanup menu. I'll get the same result? I'm talking about that moment, when you merge all the vertex manually in 5:29.

  • @viktorovich27
    @viktorovich27 4 หลายเดือนก่อน

    is there a drawback somewhere down the road for using the data transfer trick on a low poly mesh/high vertex count cutter instance?

  • @mazashayeri1411
    @mazashayeri1411 3 ปีที่แล้ว +2

    That was a very useful tip. Thank you! By the way what do you think about the zebra strips mat caps? in my opinion they show the shading issues pretty well. I saw people using them in Rhino3D to review shading issues.

    • @momchilo4388
      @momchilo4388 3 ปีที่แล้ว +1

      Oh wow that really does make it pop, thanks for the tip

  • @azen1627
    @azen1627 3 ปีที่แล้ว

    Transfering normals work only in blender or it sticks with the model in other programs? can it be used in game development?

  • @13thnotehifireviews7
    @13thnotehifireviews7 ปีที่แล้ว

    what key strokes are you using to move the verts please

  • @count23all
    @count23all 3 ปีที่แล้ว +5

    Your shading errors came from the edge slides deviating the surface when you moved them around as part of your cleanup, the mat cap is a Class A surface. The trick is that you need to push the verts back _into_ place to restore the curvature of the sphere, that will also resolve your defective cut without using the normal transfer. An easy way to implement this is to shrinkwrap the cut surface onto a clean surface without the cut, and let the shrinkwrap modifier push all the verts back into place that you knocked around for you.
    also, another fix would have been to apply a bevel with a profile of 1.0 first to create effectively a reverse inset around the cutout evenly spaced from the edge, then the shading issues would have been confined via that created control loop and the cut.
    The low res cutter problem can also be resolved by running to "tosphere" operation on the edge loops once the cut has been done, it will realign the high poly edges and let you have a low poly interior of you really require hard edges.

    • @JoshGambrell
      @JoshGambrell  3 ปีที่แล้ว +1

      Yeah, this is precisely what the conform tool does in mesh machine, but I wanted this tutorial to be in vanilla and I really can't be bothered to fuck with the vanilla tool set for some of those shrinkwrapping operations when it's 2 clicks with MM. But you are correct about the shrinkwrapping being an effective solution as well.

    • @count23all
      @count23all 3 ปีที่แล้ว +1

      @@JoshGambrell All good, I'm just suggesting that the shrinkwrap is a faster and less confusing way than the data transfer modifier at the end there to clean up the shading issues. One click like a bool and apply, it'll restore vert positions and achieve the same result, theoretically a bit more noob friendly.
      I fear that the data transfer modifier will confuse people who undo a cut later and aren't away of having to clean up normal data to be able to do any further work on the affected faces.

    • @Keilnoth
      @Keilnoth 3 ปีที่แล้ว

      @@count23all what you are saying is, if you then move the boolean around or remove it your normals will be f*cked? Can't we just re-transfer the normal data again from the base sphere?

    • @count23all
      @count23all 3 ปีที่แล้ว +3

      No, it's a bit more complicated than that. If you never apply the data transfer modifier and keep booleaning away, it'll work fine for you and update the modifier as you go. However, if you apply the modifier and start moving verts around, even if you manually clean up the boolean to make a sphere again, or even just manipulate the edges of the cutout (to create a bevel) without the transfer modifier in place or a "guide" mesh for hte modifier to work, the verts, edges and faces will retain what's called "custom normal data" which needs to be cleared for shading to work properly again.
      A far more effective way is to use shrinkwrap instead of data transfer, it means the verts, edges and faces will not be getting this custom data and for newbies to the software who may not be familiar with the concept of normals or split normals, it's easier to managed and troubleshoot. Because using shrinkwrap instead, your vertices are being pulled into the right spot for the shading data they're using, rather than using shading data that overrides their normal one.

    • @Keilnoth
      @Keilnoth 3 ปีที่แล้ว +1

      @@count23all OK, thanks for the info. Well it's interesting to learn both methods. I will have to dive into the shrinkwrap stuff again. I think Josh has another video covering that one. I use MESHMachine also but I prefer to understand what the add-on is doing so I know how to fix things myself.

  • @cgnovice2969
    @cgnovice2969 2 ปีที่แล้ว

    Hey! A bit late here but hopefully you willl see this.
    What if i have a curved surface and want to run a boolean with an object with 90 degree corners. I order for the subsurf to not smooth out those corners i would need to add supporting cut right? But adding loopcuts to the rounded surface would ruin the shading. Got any tips for this?

  • @lifetube2214
    @lifetube2214 3 ปีที่แล้ว

    Nice job. I subed u man. Keep going i am watching the vids. Good luck

  • @donovanbaine8842
    @donovanbaine8842 3 ปีที่แล้ว +1

    i like it befor i watch it

  • @Shalfatk01
    @Shalfatk01 3 ปีที่แล้ว

    your videos are soooo damn usefull ! ... thank you

  • @katesaychaleun6322
    @katesaychaleun6322 3 ปีที่แล้ว

    Wait sorry... what is it that you did when you clicked Ctrl+4? I tried it but it only moved my cube to the left. I suppose our keybindings are different. Is there a video where you have recommended your keybinds?
    I'm still a beginner so please bare with me 🤗

  • @lz4090
    @lz4090 3 ปีที่แล้ว

    Nice. Is there an addon that can easily transfer the normals? Instead of manually replicating the original object. Thank you

  • @jerry.your.boy78568
    @jerry.your.boy78568 ปีที่แล้ว

    thanks a lot man, you saved my life. but can you even render it?

  • @davidcaro
    @davidcaro 3 ปีที่แล้ว

    Each time I see it I need to do it again, practice, practice, practice.

  • @SonictheHedgehogInRealLife
    @SonictheHedgehogInRealLife 3 ปีที่แล้ว

    When you transfer the normal information from another sphere does the perfect shading remain on the model when you import in into Unity?

    • @JoshGambrell
      @JoshGambrell  3 ปีที่แล้ว

      Good question, not sure.

  • @iantaylor7467
    @iantaylor7467 3 ปีที่แล้ว

    Is this a series of flowless bevel.....

  • @gatofuji7410
    @gatofuji7410 10 หลายเดือนก่อน

    Useful tutorial.
    But...
    I couldn't follow what you did, starting at 4:58 where you slide the vertex along the edge to a nearest vertex and (apparently) automatically merge it. In the keycast all I can see is that you are hitting G ...!? How is it done? Thanks.
    OK - I think I found the answer to my own question: the symbol to the right of Mirror XYZ option is ticked on, and that means AutoMerge On.

  • @MrGrassator
    @MrGrassator 3 ปีที่แล้ว

    So what is good proportion for 32 cylinder? subd = 5?

    • @JoshGambrell
      @JoshGambrell  3 ปีที่แล้ว

      Eh probably not. 3 or 4. Just see what works best.

  • @lifetube2214
    @lifetube2214 3 ปีที่แล้ว

    Hello there, i wonder that how it is possible to add or create a curved sphere in blender ? Please respond i am in a hurry man

  • @gcjlegacies2970
    @gcjlegacies2970 ปีที่แล้ว

    you save me from unistalling blender on anger after failed booleans many times..

  • @illyriandardania7015
    @illyriandardania7015 3 ปีที่แล้ว

    Josh Gambrell may I know how long it took you to reach this level of mastery?

  • @richard_robert
    @richard_robert 3 ปีที่แล้ว +1

    Isn't there a Round Cube in the Extra Mesh add-on?

    • @JoshGambrell
      @JoshGambrell  3 ปีที่แล้ว +2

      I think so actually, I use the one from Mesh Machine usually

    • @momchilo4388
      @momchilo4388 3 ปีที่แล้ว

      There is, there's also few cool generators like Wall Factory, and you can make snail cones easily :D

  • @onerawartist
    @onerawartist 3 ปีที่แล้ว +2

    Dope tips as always ^^ im still waiting for you to start sverchok tutorials, you are the perfect man for the job

    • @JoshGambrell
      @JoshGambrell  3 ปีที่แล้ว +2

      Thanks man, probably not going to do any videos with that addon though. I don't do much architecture anymore.

    • @onerawartist
      @onerawartist 3 ปีที่แล้ว

      Do it for the community ^^

  • @Wzxxx
    @Wzxxx 3 ปีที่แล้ว

    I there a way to make it with non destructive workflow with booleans?

    • @JoshGambrell
      @JoshGambrell  3 ปีที่แล้ว

      not using normal transfer, no

    • @Wzxxx
      @Wzxxx 3 ปีที่แล้ว

      Josh Gambrell Not sure why but I was sure that Ponye Ruyuui use it in a non destructuve workflow. But I guess I was wrong and didn’t realize it was used after boolean was applied. Thx 4 the answer.

    • @Wzxxx
      @Wzxxx 3 ปีที่แล้ว

      Without your answer, I guess that I will still try to develop a perfect shading without booleans applied so thx a lot.

    • @JoshGambrell
      @JoshGambrell  3 ปีที่แล้ว

      @@Wzxxx well i did answer, you simply cannot do it non-destructively with booleans afaik. You need to bake the bevels and select the surrounding area for data transfers.

    • @Wzxxx
      @Wzxxx 3 ปีที่แล้ว

      Yeah I know You have answered. I appreciate it a lot. Bad english here.

  • @OlegRonaldo9
    @OlegRonaldo9 3 ปีที่แล้ว +1

    At 2:06, is he using some kind of addon? It does not work for me Ctrl + Numpad-. And tell me what addons are used by most?

    • @ErikNoble
      @ErikNoble 3 ปีที่แล้ว

      its an addon that's already in blender go to edit ---> preference--> addons--> use the search function and write bool tool and then activate the addon

    • @OlegRonaldo9
      @OlegRonaldo9 3 ปีที่แล้ว

      @@ErikNoble thanks

  • @oorlyg
    @oorlyg 9 หลายเดือนก่อน

    Don't you believe working with lower polys is better and then start detailing than to start with high and then trying to refine?

  • @user-kw3gv8dy3q
    @user-kw3gv8dy3q 11 หลายเดือนก่อน

    Datatransfer 👍👍