Sign up for my upcoming 3D Modeling course today: www.onmars3d.com/ And my Patreon: www.patreon.com/OnMars3D for all my project files, 3d models, bonus videos, Discord and more or just to support this channel 🙂 Discord: discord.gg/vybvJnEeya You're all posting amazing tips, keep them coming and I'll feature them in a follow up video!
My favorite way to snap a mesh origin to a selection (without the need of using the 3d cursor) is to first enable the included 3D Viewport Pie Menus add-on (search for pie in the add-on section in preferences). Then, with your mesh selected, go into edit mode and make a selection. Finally, press Ctrl + Alt + X (this brings up the Origin menu) and choose the top radial option (Origin to selected). So much faster than other methods! The additional benefit of enabling the pie menus add-on is that it transforms things like Ctrl + S (which traditionally just saves). But with this enabled, this shortcut offers a lot of options from New, Open, Save, Save as, Incremental Save, Import, Export, etc.. ! It really is the cat's pajamas!
I have just found your channel. Halftime in the first video (was about texture baking) that i watched, and already knew that i would like to have a course/courses from your. Thanks for the great content
In order to create a point in the viewport, it is not necessary to create a plane and combine all four points into one, it is enough to install the Extra Mesh Objects add-on, then select Single Vert in the Add menu or the Shift+A hotkey.
Great tips. BTW if ya enable '3D viewport: Pie Menus', which is an inbuilt addon, you'll get 16 other pie menus for things like origin manipulation, Transform, Align, Delete/Dissolve, Animation Playback, Manipulators and much more. It gets things done crazy fast.
You know I had that Add On recorded but wanted to include it in a future video. The only challenge with that add on is it overwrites some of the Blender default hot keys, other than that, it's a great tool.
Hey I've learnt so much from your channel for Maya and wanted to share a tip of my own :D. For Tip 6 where you move the pivot like in maya where we hold "D" and then snap to vertices with "V", I've actually made a video on how to do that similarly in blender on my channel regarding this which not only snaps the pivot to the vertex and if needed also aligns the pivot orientation.
It you double click collection it will select everything in that collection and you can move those objects at the same time. Seems simpler that setting up empties and dealing with objects two levels deep (empty-collection) Turning off selectability is great for blue prints and reference images
The empty allows me to move all child objects without using the outliner. Much easier to deal with in the viewport, especially with more complex models.
Great content man, do you know there's a auto weld option available up on the right hand side of the viewport, so that when you snap verts together the are auto welded, it skips the merge step, I find that really useful.
Regarding tip 9, if you are in Vertex Selection Mode with your one vertex selected, you can CTRL+RMB to extrude to the mouse position. Similarly with edges in Edge Selection Mode, etc. :)
@@OnMars3D Oh I'm glad it was helpful! Obviously, for one thing that gives you a way to very quickly trace outlines from reference images (although I sometimes prefer a curve pen workflow for that). Thank you in return for your tutorials, I learn a lot from them :)
And a tutorial on how to turn simple materials better, like adding grain dust, dirt , edge wear, graffiti and all. I know there are many tutorials but there are none in a single video we have roam everywhere for it
#11 I wish I knew why in hell the blender devs have bound EVERY key to something, it makes using blender akin to playing two pianos at the same time and remapping keys is a massive chore.
Blender is not only a tool for helping animators and modelers to do their daily staff, but as a purpose to implant a Hotkey OS into users brain, and this goal is hidden, until you as a maya immigrant challenges the dev team on the blender forum. me:" i think blender could use this way like Maya does, the job will be done much easier and faster." op:" no, no, no, stick with the hotkeys, stick to it!."
I do not understand why at this stage Maya does not automatically understand what the topology will be and adapt to fix issues as it goes. Same with UV’s. why doesn’t it automatically adjust to create the correct UV’s without the constant frustration of mapping. prime candidate for AI use. Another thing, if quads are the best way to go, then why are the primtives mostly triangles?
If you are making a profile of something like in the video, with your method you would have to duplicate each consecutive vertex, move it, select the previous one you wish to connect it to and press F - With the method in the video, E creates an already connected vertex which you then move and can just press E again and repeat, which is definitely faster.
Sign up for my upcoming 3D Modeling course today: www.onmars3d.com/
And my Patreon: www.patreon.com/OnMars3D for all my project files, 3d models, bonus videos, Discord and more or just to support this channel 🙂
Discord: discord.gg/vybvJnEeya
You're all posting amazing tips, keep them coming and I'll feature them in a follow up video!
Wow, thank you so much!
My favorite way to snap a mesh origin to a selection (without the need of using the 3d cursor) is to first enable the included 3D Viewport Pie Menus add-on (search for pie in the add-on section in preferences). Then, with your mesh selected, go into edit mode and make a selection. Finally, press Ctrl + Alt + X (this brings up the Origin menu) and choose the top radial option (Origin to selected). So much faster than other methods! The additional benefit of enabling the pie menus add-on is that it transforms things like Ctrl + S (which traditionally just saves). But with this enabled, this shortcut offers a lot of options from New, Open, Save, Save as, Incremental Save, Import, Export, etc.. ! It really is the cat's pajamas!
Thanks for the tip, this is a nice one!
@@OnMars3D You're welcome :)
I have just found your channel. Halftime in the first video (was about texture baking) that i watched, and already knew that i would like to have a course/courses from your. Thanks for the great content
Really glad to hear it, working on it as we speak!
looking forward to your course, believing it's gonna be amazing
Glad to hear it, I'll keep you posted!
You can also Shift drag one object onto another in the Outliner to parent it.
Thanks for sharing! Got something new here!
Glad to hear it!
Thank you sir for this video.
Happy to share!
In order to create a point in the viewport, it is not necessary to create a plane and combine all four points into one, it is enough to install the Extra Mesh Objects add-on, then select Single Vert in the Add menu or the Shift+A hotkey.
Great tips. BTW if ya enable '3D viewport: Pie Menus', which is an inbuilt addon, you'll get 16 other pie menus for things like origin manipulation, Transform, Align, Delete/Dissolve, Animation Playback, Manipulators and much more. It gets things done crazy fast.
You know I had that Add On recorded but wanted to include it in a future video. The only challenge with that add on is it overwrites some of the Blender default hot keys, other than that, it's a great tool.
Hey I've learnt so much from your channel for Maya and wanted to share a tip of my own :D.
For Tip 6 where you move the pivot like in maya where we hold "D" and then snap to vertices with "V", I've actually made a video on how to do that similarly in blender on my channel regarding this which not only snaps the pivot to the vertex and if needed also aligns the pivot orientation.
Just watched your video, that's a great tip, I'll add that to my future tip videos and give you credit when I do!
Thanks! I also can't thank you enough for how much I've learned from all your videos!
Shift + Click on an option in the outliner to propagate that action to the child objects. (like hiding all objects under the empty + the empty)
Great tip, completely forgot about this one!
It you double click collection it will select everything in that collection and you can move those objects at the same time. Seems simpler that setting up empties and dealing with objects two levels deep (empty-collection)
Turning off selectability is great for blue prints and reference images
The empty allows me to move all child objects without using the outliner. Much easier to deal with in the viewport, especially with more complex models.
Great content man, do you know there's a auto weld option available up on the right hand side of the viewport, so that when you snap verts together the are auto welded, it skips the merge step, I find that really useful.
Yeah, I normally have it on, just forgot it for this video :)
Awesome. its very helpfull
Glad it helped
Regarding tip 9, if you are in Vertex Selection Mode with your one vertex selected, you can CTRL+RMB to extrude to the mouse position. Similarly with edges in Edge Selection Mode, etc. :)
Wow, this is the first I've heard this, truly a great tip, I'll add this to a future video and be sure give you credit! So thank you!
@@OnMars3D Oh I'm glad it was helpful! Obviously, for one thing that gives you a way to very quickly trace outlines from reference images (although I sometimes prefer a curve pen workflow for that). Thank you in return for your tutorials, I learn a lot from them :)
try mesh f2 addon, it's cool for retopology
Thanks for making this!
Side-Note; The singular form of "vertices" is "vertex," not "vertice."
Yeah, I just forget when I get locked in with demos :)
I think this is a losing battle haha
Ah, the bevel trick... Thank you. I was losing my mind trying to figure out why it wasn't beveling evenly.
Glad it helped!
Can you please drop a 15 minute long tutorial on texture projection mapping and texture painting? In blender 4.0
And a tutorial on how to turn simple materials better, like adding grain dust, dirt , edge wear, graffiti and all. I know there are many tutorials but there are none in a single video we have roam everywhere for it
Thanks for the suggestions, I'll have more Blender material videos in the future!
@@OnMars3D kk.
#11 I wish I knew why in hell the blender devs have bound EVERY key to something, it makes using blender akin to playing two pianos at the same time and remapping keys is a massive chore.
Yeah, that can be a pain when switching from other software.
Blender is not only a tool for helping animators and modelers to do their daily staff, but as a purpose to implant a Hotkey OS into users brain, and this goal is hidden, until you as a maya immigrant challenges the dev team on the blender forum.
me:" i think blender could use this way like Maya does, the job will be done much easier and faster."
op:" no, no, no, stick with the hotkeys, stick to it!."
Easy HDRi addon is free and quite useful for fast selection of images, just in case you find this interesting
I'll check that out, thanks!
I do not understand why at this stage Maya does not automatically understand what the topology will be and adapt to fix issues as it goes. Same with UV’s. why doesn’t it automatically adjust to create the correct UV’s without the constant frustration of mapping. prime candidate for AI use. Another thing, if quads are the best way to go, then why are the primtives mostly triangles?
Awesome. Do you have a Discord channel?
Yeah, you can join here: discord.com/invite/rJQkrBVt
@@OnMars3D awesome thanks man!
You need a master degree for tip 3.
Personally feel tip 9, when two points are connected, you can choose the two points to be connected, press the F key, faster than extrusion adsorption
If you are making a profile of something like in the video, with your method you would have to duplicate each consecutive vertex, move it, select the previous one you wish to connect it to and press F - With the method in the video, E creates an already connected vertex which you then move and can just press E again and repeat, which is definitely faster.
@@HonorNecris I'm referring to connecting two vertices in tip 9 at 14 minutes, not creating the entire outline
@@pidan-bee Oh I see, in that case, I do agree with you.
That's another great tip, thanks for this!
@@OnMars3D You're welcome :)