I love how you show the power of modifiers, even when geometry nodes has taken off, these techniques still offer surprisingly flexible stuff. Bravo. I'm sure I will use this technique in the future it's just too elegenat to ignore. Also, making an asset out of this seems like a good idea too. Thank you again.
Thank you! Yes, modifiers are definitely still here to stay! When I did this, the assets system wasn't so good yet, but now it definitely makes sense. Thanks for the suggestion!
How much I watch your videos, they are one of the best for architecture, and if you do it all through geometric nodes, it would be great to see. it's bad that you can only put one like
Thank you very much, very elegant workflow, I had an issue with 4.0.2 all the bevels destroyed around the hook or vertex weight, no way back and impossible to open with a 3.2. I will try from scratch in the 3.2.
@@UHStudio no it is just that when I move down the step 2 target plane (to flatten the copy) for the landing I loose the bevel on 1st and second flight. And that only when I have 2 flight with no space between (ramp on ramp i.e. no void between). Don't know why but good to know.
😞 I'm having an issue with the landing portion of the tutorial. I'm able to get the upper portion of the landing to seal along the Y when grabble the empty but the lower porting connect to the ground doesn't scale. The upper portion of the landing is wider than the base of the landing. A triangular shape. Is there a problem with my vertex groupings? I checked to make sure all of the vertices were in that group but still an issue.
Thanks Paul.All should be easily doable but I haven't played too much with geometry attached to planes, where in this case we would want to extend the lines further and keep only one part of the line - for the top and bottom bounds
I found an issue with this tutorial. If you don't apply the modifiers & you wanted to use your own image textures, the base mesh is just a line and so you cannot unwrap it (it's greyed out). The finished object's surfaces will have really thin lines, based on the colors on the textures, stretched across the surface. e.g. If you have a wood texture, you'll have a striped black and brown surface. If it's a stone or stucco texture you'll have white and grey stripes. Maybe this is just a newbie mistake.
refreshing to watch a tutorial without Geometry Nodes 👍 thanks, nice setup
As a beginner, I never appreciated vertex groups as much as in most of your tutorials. Now I use them a lot. :)
Yes, they have their important place in the workflow process indeed
I love how you show the power of modifiers, even when geometry nodes has taken off, these techniques still offer surprisingly flexible stuff. Bravo. I'm sure I will use this technique in the future it's just too elegenat to ignore. Also, making an asset out of this seems like a good idea too. Thank you again.
Thank you! Yes, modifiers are definitely still here to stay! When I did this, the assets system wasn't so good yet, but now it definitely makes sense. Thanks for the suggestion!
Very good class, thanks for sharing your experience in Blender!
Cheers! Glad you've found it useful
That. Is. AWESOME!
Thank you!
One of the best tutorials ever thanx a lot
Cheers :)
Fantastic Tutorial! Thank you.
Cheers!
super useful! thanks man
Cheers!
Very good video. Thank you for this!
Thanks you!
How much I watch your videos, they are one of the best for architecture, and if you do it all through geometric nodes, it would be great to see. it's bad that you can only put one like
Thanks for the kind comments! And yes more geometry nodes tutorials to come. Suggestions are welcome
@@UHStudio Can you compare grasshopper and geometry nodes in terms of architecture?
great video! 😍
Thank you! Cheers!
Brilliant as usual! 🙌
Thank you! Much appreciated!!
Thank you very much, very elegant workflow, I had an issue with 4.0.2 all the bevels destroyed around the hook or vertex weight, no way back and impossible to open with a 3.2. I will try from scratch in the 3.2.
Could it be a bug in 4.0?
@@UHStudio no it is just that when I move down the step 2 target plane (to flatten the copy) for the landing I loose the bevel on 1st and second flight. And that only when I have 2 flight with no space between (ramp on ramp i.e. no void between). Don't know why but good to know.
Excellent video!
Thanks!
Cool! Thanks 😊
Cheers!
😞 I'm having an issue with the landing portion of the tutorial. I'm able to get the upper portion of the landing to seal along the Y when grabble the empty but the lower porting connect to the ground doesn't scale. The upper portion of the landing is wider than the base of the landing. A triangular shape. Is there a problem with my vertex groupings? I checked to make sure all of the vertices were in that group but still an issue.
Fixed it, there was a problem with my initial shape and expanding the bounding shapes accordingly to my staircase. Thank you for the awesome tutorial!
Glad you resolved it and thanks for visiting :)
Genius!)
not quite, but thank you :)
Looks great ! Always curious how this could be done in FreeCAD similarly.
Thanks Paul.All should be easily doable but I haven't played too much with geometry attached to planes, where in this case we would want to extend the lines further and keep only one part of the line - for the top and bottom bounds
I found an issue with this tutorial. If you don't apply the modifiers & you wanted to use your own image textures, the base mesh is just a line and so you cannot unwrap it (it's greyed out). The finished object's surfaces will have really thin lines, based on the colors on the textures, stretched across the surface. e.g. If you have a wood texture, you'll have a striped black and brown surface. If it's a stone or stucco texture you'll have white and grey stripes.
Maybe this is just a newbie mistake.
Nope, it sounds about right. Objet unwrap and having another object like a cube serving as the driver for the mapping might work.
@@UHStudio I don't know how to do this yet
Bevel didn't work ( corners didn't bend) what could be the reason?
You need to press Clanp Overlap (i'm done )
🖒🤠