For those that are struggling with the Boolean in Blender 2.91 (or higher), the reason your Boolean isn't cutting the base of the anvil or keeping faces is that "Fast" needs to be selected in the Solver option under the Boolean Modifier. By default the Solver option is set to "Exact," which is what is causing the issue.
Well hey I did the part 1 and when I did this part 2, exactly at adding a cylinder, when I select my anvil, the cylinder gets selected too and vice versa. If I delete the cylinder, my anvil also gets deleted and vice versa. I checked if it has been parented. But no! Even I did make sure that by clearing any parents made. Help me out. Though I only did that once and then I shut it down so I haven't tried twice or more. But do advice if you know the fix 🙏
At 5:05 I was having trouble but I figured it out. In newer versions of Blender, you have to go to the "Viewport Display" section in the object settings and then in the "Display As" dropdown select Wire. Hope this helps!
Here is a quick tip if your subdivision surface still looks like a mess: If you check under your anvil in edit mode, you can see that the bottom face has alot more than 4 vertices, that is what's causing the weirdness. To fix this you go to bottom view(ortho), use your knife tool (k) and make new vertices from the half circle to the edge of the anvil, in that way you are creating 4 vertices faces, and it fixes the issue :) Hope this helped Like this so people can see it please.
You can actaully follow the last step of the tutorial (remove the bottom face and extrude the circle with snapping enabled (19:55) ) and that'll help too (also its easier)
Found out a few things repeating this tut till my eyes bled... 1st Don't apply the mirroring till the very end of the tutorial. You'll avoid a lot of head scratching. 2nd make bloody sure you are in front view (Andrew dis say it's important...it is!!) when doing your knife cuts, otherwise you'll fiddle a lot correcting the vertical angles. 3rd, make sure there is no face under the anvil until the subsurf is applied, because it will still look awfull even if your flow is perfect. Close the bottom last, and all will be fine. Might be a version thing, as I did this tut using 2.80. Absolutely worth my repeating this tutorial 4 times. Learned a lot. Thanks, Andrew!!
The vertices at the bottom of the feet of the anvil are sharp. The model seems to have put the edges right at those vertices instead of in the general area that the subsurf mod does. I don't know what I'm doing wrong.
It took me three attempts watching this part of the tutorial before I realized I had the bottom face active which was making my subsurf modifier look as if the cleaning of the vertices had not worked at all. On the third try I figured out that maybe that face was being an issue and then looking closely I realized that Guru had no face at the bottom throughout the tutorial and it was empty. I don't know if I did something at the beginning which caused that to remain or maybe my settings are different. Either way, I figured it out, so... Victory!
thank's for sharing! i knew somehow that the bottom face that not have the four vertices rule but I could not check if he had removed it so headache and more headache until I saw your comment ;)
19:15 for those who get sharp pointy edges somewhere when applying the subsurf modifier, try 1. first remove the face at the bottom, then applying the subsurf 2. change the order of the modifiers ( first subsurf, then mirror) that worked for me
YO thank you so much, i was getting weird artifacts when i applied the subsurf, it was caused by the face in between the mirrored side. deleted that and fixed it.
After almost 5 years into modeling, I came back to re-watch this tutorial. A brief and concise nostalgia in which I first started to learn 3D modeling. The shadow of the past given by a shade of light, the beginning of everything. A joyous part of myself saying, "Look how much we've travelled across the path of learning." If the complexity of things ever got out of hand. Take a step back and take a good view of where you once were before.
Tip: At 5:00 of the video, when Andrew shows how to set the maximum draw of the cylinder at wire, we have to select the Carve (not the BMesh) boolean setting in the modifier, to be able to see the nice section of the anvil, as we move the cylinder around.
Hi i dont get how he did it i tryed like 14 times.... First when mu cylinder is target after modifier yeah my anvil "disapear" like we can see on the tutorial but when i pass in wire-mode for my cylinder i don't have the anvil cut form inside .. then when i pass in "difference" it's seems ok but just after when i go change "textured" to "wire" it show the cylinder and not the anvil with the form... and if i move a bit the cylinder its like all my previous actions are erased ( the booleen ) ... quit annoying (╯°□°)╯︵ ┻━┻ thanks, if you have any idea :> i'll appreciat
8:43 If after using the boolean operator you are getting a hole and no faces that is due to not having your mesh closed after splitting it in two. You have to select all the edges or vertex that remains open after deleting one half of the anvil and then press F to fill that hole with a face. Then the boolean difference should create additional faces. You can delete this extra internal face after applying the boolean difference (I'm using Blender 2.83)
If you mess up at 18:00 and have a small gap between the vertex and the line instead of the triangle Andrew has, you can fix it by 1)Make a loop cut around the top of the anvil(same as what Andrew did) 2) Grab the vertex at the top of your Boolean first, then the vertex made by the loop cut that is closest to the Boolean 3)Press M(changed from alt M to just M) and select Merge at last I actually think this method is easier than having to delete faces and remake them, but Andrew might have done it that way so we actually learn how to delete and remake faces
was struggling with this one too! but I found an easier way: First, Select the two vertices and press F on your keyboard to connect them. and then last step, double tap G to put the other vertex on the other vertex and then now you can emerge them (which is pressing M and by distance)
If you are following this tutorial on blender 3.5 and want to do the layer thing, now it is called view layer. (8:15) Select your objects, press M, create a new collection, now in the outliner (Top right) you will see that your objects are inside a new follder with the name you used for your collection, right click that folder, go to view layer, and click Disable from view layer. Or just select it and press E. Now you need a new view layer, on top of the Outliner there is a drop down that says View Layer, click the icon with two paper sheets to create a new view layer. You can select it and everything is going to be visible on that layer. (You can hide collections in there with E at any moment)
10:07 : Game Engines use triangles because it's "easier" to draw something made up of triangles: "every object can be split into triangles but a triangle cannot be split into anything else than a triangle". Using quads would create additional things to deal with.
Laur CleverEdge and in the end even blender creates temporary triangles when it renders an image since triangles are rigid and precise and allow for accurate shading. But quads are kept for modelling purposes and phew ain't that a good thing :D
If all 4 vertices are in the same plane it would have been fine (older OpenGL had support for it even) but as soon as one of those vertices moves out of alignment you have to split it into 2 triangles, and do so in the correct manner. None of which is terribly hard, but if your trying to get the most out of your GPU for a game then it would be a waste to force the GPU to check all those quads (since it would have to check every quad, not just the ones that are broken). Much easier solution. Use triangles. All vertices of a triangle are guaranteed to be coplanar. So they dropped the support for it, if you want to model with quads you can convert the quads to triangles before rendering and deal with the headache yourself during development, most likely while exporting the model to the game engine.
But a computer doesn't know if the vertices are aligned unless it splits the quad into 2 triangles and calculates if the triangles have the same normal :P So triangles are still needed.
oh my gosh thanks for that info dude it spared me the trouble of an extensive research on Google but at least I know when to us tris or quads in models
I'd say you should always use quads when modelling. Converting to tris can be done when you export if the game engine can't use quads. But Unity and Unreal can interpret them at least. :)
For the boolean cleanup, instead of edge sliding and removing doubles (merge by distance), you can just hit "X" -> dissolve edges. Also for 18:30, you can select both vertices and hit "J" to join them instead of deleting the face and refilling. I'm on Blender 3.0 btw
For those who STRUGGLE with BOOLEAN bug! I had a hard time myself, but because i rewatch all these series i know about removing doubles. So the problem why the cylinder doesn't cut out might be because the anvil has bad geometry and the boolean operation is confused. Therefore in edit mode select (A)ll of the anvil and (W) remove doubles! Then again in object mode try again making cylinder and cutting the anvil.
im fighting depression, been on blender since a month, decent progress, just wanted to thank you Andrew from the bottom of my heart.... for... you know, everything.
This video taught me that if you add an object in *Edit Mode* instead of *Object Mode*, it actually makes the new mesh part of the currently selected mesh. I don't really need my cylinder to be part of my anvil structure, but it was an awesome discovery!
Hi Andrew, amazing work, i felt in love with blender 8 month ago thanks to you! :) I have just two comments: Using "dissolve" might help you to get rid of unnecesarry vertices/edges/faces by pressing CTRL+X while you are in vertex/edge/face selecting mode :) The second minor improvement - at 18:30, after merging those three vertices - instead of deleting the big N-gon and making two halfsize quads - just select the two vertices and pres "J", it will make an adge on existing face and split the N-gon automatically :)) It even works around the corner (finds the shortest way between two vetices and make edge between them) and you can also cut another edge! No more subdividing edges in order to obtain a vertex to connect something :D On the other hand: thanks to Boolean explanation! :D Love your work :)
for everyone struggling at 16:13 in Blender 2.91, right click and select "Merge Vertices" then By "distance" or u can just press M on ur keyboard and select it there
Quick note, what you did around 18:30 ish, you could do easier by selecting the two vertices and hitting J. This is like pressing F but cut through the face.
16:50 - for those have Blender 2.92 - to merge the vertices you have to be in the "Vertex Selection" (clicking on 1), than can click RMB (right mouse botton) and select "Merge Vertices", "By Distance". Or simply click M and again "By Distance". Incredible how useful has been this tutorial, great Andrew! ps: I've just discovered that in the Properties bar (N), under "Options" you can flag "Auto Merge", and it will automatically merge vertices moved to the same location ;)
I love the anvil even more than the doughnut, it makes so much sense why you teach it, the amount of things you learn in this series are fantastic, thank you so much.
18:32 "Here's a gecko in the roof" On a serious note: Thank you Mr. Guru! I've made hundreds of models in efficiently. Oblivious to the genius of the knife tool and boolean operation.
Here's tip: get addon called "Bool Tool". It simplifies Boolean operations and makes them much quicker. Plus it automatically changes "Maximum Draw Type" for appropriate objects...
If anyone else is just beginning this tutorial in 2021 like me....most of the answers are below in comments but one step to the solution was buried, but it worked for me. Select the anvil in object mode, enter edit mode and select the 4 vertices at the bottom. Then hit "F" to create a plane so your anvil isn't "open" at the bottom. Then do everything as stated in the video. When you switch to object mode your anvil will have the boolean cut shown. Cheers! Edit: I had some issues when applying a subsurf after the fixing the vertices around 18:00. The bottom face was trying to join in the fun of the subsurf and messing things up. I deleted the bottom face and that fixed the issue.
@@josegabrielhernandez2309 just because it was messing up the subsurface modifier for me. Probably because my mesh isn't clean or good since I'm new. Also, he adds a face to the bottom later anyway.
Thank God we have dedicated people like you that don't mind sharing what they've learned with others. I always wanted to work with Blender but it has such a steep learning curve I backed away from it until now.
If you're using blender 3.0, there are a few subtle, yet important changes that I had to make - some of which are repeated below. To remove double edges, be in vertex select (1) then right click, then merge vertices, then by distance. When you come to apply a subdivision I had to delete the bottom face, underneath the anvil.
To clarify, the model has no base? I followed the tutorial, and when I went to subsurf, it still looked really bad, as if I still had n-gons. I took my problem to blender stack exchange, where I learned that the solution was to delete the base face, which worked wonders. However, I knew I'd followed the tutorial closely, but you didn't run into the same issue, so I couldn't help feeling like I was missing something. So, upon re watching this video, is it true that the base gets deleted at 12:12 when you show how you used to fix the n-gons? If this is true, would there be a way to create an item with a base, so it can be observed from all sides?
My solution for keepin the base was to simply do what he did at the top - replace the single face with multiples that become part of the flow by creating new edges with the knife tool. After that you still need to add two more lines on each side of the base (with Ctrl+R) so the anvil doesn't curve at the foundation, looks rather silly that way. - Or you could just do what he does at the end and extend edges to create a new bottom face, which is way less work
thanks man, your comment saved my time!! even i was getting a vertex at the center of the curve outside the model which was visible in "face" mode only... so basically the easy fix is : delete the base face and then turn on sub-surf modifier... this did the trick for me :)
For Blender 3.1.2, just bellow your viewport shading options there's an automatic mirror function, by activating X and Y mirroring you can perform all of the cut and duplicate removals at once, saving yourself some steps. Keep in mind this will only work if your anvil is still centered.
in 16:13 for anyone whose using blender 2.8+, click Alt + M -> Merge -> By Distance, or you can click Vertex menu which is in the same row as edit/object mode button. click Vertex -> Merge Vertices -> By Distance. instead of click W -> Remove Doubles. hope that helps.
16:20 in Blender 3.4 1. To Remove double esasly, Mesh -> Merge -> by Distance 2. if you try " 1 " but not work, make sure you select all (press A to select all) and try " 1 " again
7:42 delete half to mirror, I don't know if that is a new feature in blender 2.8 but it is possible to get the same result with bisect/flip on the same axis (Y) in the mirror modifier settings
for the people who after using the "knief Tool" have a weird shape after applying the modifier, you gotta do the same from underneath the object, you gonna make every face has 4 vertexes
for those who are struggling at the VERY end: make sure you properly cancel an extrude- if not, the vertices will end up stacking. i think that's what caused my anvil to have a weird pointy edge at the end. if you do end up having some additional vertices thanks to extrudes, delete the bottom faces that you made, select your entire mesh and merge the vertices. then, extrude in the Y axis again, make the faces again and we're done!
I Swear Andrew is the best tutorial person I have ever seen,I don't need to follow along his tutorial I need to watch it once and it's stuck in my head forever
For those that still have the Starlacc pit at the base, go underneath the anvil and for each edge in the cutout create an edge underneath so that you can turn the base from an N-gon into a series of quads
@@taahirsheik7918 Not the OP and I'm a beginner as well so take my advice with a grain of salt. The way that I applied his advice was by removing the face on the bottom of the anvil. Before you continue, turn on Snap during transform and snap to vertices. Then grab a vertice on the bottom wall of the anvil and press e to extrude. Lock it to whichever axis works best for you, in my case it was the y axis. Extrude and snap to a vertice to form a quad. Then select each of the four vertices by holding shift and clicking each one, and then press F to create a face. Then I went to the next vertice and repeated this process down the entire length of the anvil until I had 10 total faces on the bottom of my anvil, each of which was a quad. Once I applied my subsurface modifier it looked a lot cleaner and not like the pit you mentioned.
I solved the problem by doing Andrew's extrude operation on the bottom before I added the subsurf modifier. I don't know if this is easier than your suggestion, but it was relatively easy for me (a beginner).
19:58 “Let’s fix the bottom!” Me: ugh, my anvil already has a bottom... Also me: deletes bottom to follow guru’s instructions to avoid any chances of going off track
Didnt delete the bottom at mine and got problems with the subsurface modifier because it wasnt a 4 point face. Spent almost one hour trying to find the solution
Mine already had a bottom to, which messes up the subsurf because (if you look at the bottom view), there is just one big face with more that 4 vertices. Just align your view to bottom view and make the same kind of knife cuts along the bottom to split it up into a bunch of faces, all with 4 vertices.
@@smartestidiot2541 im guessing because he was using an older version of blender than most people watching at this point, which just does it like that automatically? I could be totally wrong though.
If Boolean doesn't work 4:20(Blender 2.82, more in comments): 1) Select Anvil in "Object mode"; 2) Select all(A); 3) M; 4) In dropped menu select "By Distance". 5) Delete bottom face(Andrew forgot to explain this action). It will be fixed at the end of video.
Thank you so much everyone who helped others through comments . From bottom of my heart , I wouldn't have completed this part if it wasn't for you all .
Hi. I'm kind of new to Blender, and your tutorials have helped a great amount for someone trying to get their feet wet in the industry. In other words.... your Beginner Tutorials are really well tuned for beginners. They're easy to follow along with and just fun to watch. I noticed that there aren't any subtitles in English for this series yet, and while it seems TH-cam goes ahead and gives me the ability to add subtitles to it, I'm still going to go ahead and ask for your permission. I'd like to help to make sure that everyone can properly understand your message, since auto-generated subtitles aren't always the most reliable.
Can someone help? When I click Apply on the mirror it applies, but without applying the Boolean cut, it just gives me an other full side of the anvil even though I have it after the Boolean modifier... I'm stuck and can't find any answers online..
If you're having trouble when you add the subsurface at 19:05 and you get weird faces pointing out, make sure you have the face inside the mesh deleted. Just go to edit mode, in vertex select it, switch to face and delete.
In computer science, a Boolean is a logical data type that can have only the values true or false . For example, in JavaScript, Boolean conditionals are often used to decide which sections of code to execute (such as in if statements) or repeat (such as in for loops).
Dunno if it will help someone or not but: If u have problems with boolean. First of all, there is no longer "solver" options. Blender decided to keep only one solver, so they deleted that option. Second thing, start modeling anvil with cube not plane. Dunno why (I am beginner) I couldn't perform boolean operation on anvil that started with plane, but with cube no problem. It is probably because it is way easier to do something bad with geometry when you start with plane. So: Start with cube and there is no solver option available anymore. Hope it helps. Cheers!
A year late to comment so things may have changed, but even rebuilding from a cube boolean does nothing for me when applied. I can see in x-ray mode that it's cut the curve out, but in object mode the anvil is still entirely intact.
In Blender 2.92 -- if you're having trouble getting a hollow cut after mirroring a solid cut, what worked for me was APPLYING the Boolean before adding the Mirror modifier. I'm not done with the tutorial so this may bite me later, but at least I now have the cut-outs with faces inside. I didn't need to make new faces or delete the bottom as prior comments suggested.
Only knife can cut plane if vertices don't lie in one surface. J only connect vertices without cutting face in that specific situation. Yes VeloFX, when all vertices lie in one surface J cut and and connect vertices.
The technique you describe at 9:00 is CSG (constructive solid geometry). It's better suited for CAD engines that do have primitives for boxes, cylinders etc. This is because they use concepts like boundary representation (brep) to find intersection points instead of previously rounded mesh vertices. You could experiment with it in e.g. FreeCAD's Part workbench.
For those who still have a weird ass form after applying the subsurface division and fixed the vertices, make sure your anvil doesn't have a one face bottom. Mine had one and it worked when i deleted it
I followed @Spos S advice in the above comments " What worked for me was removing the mirror modifier, and making the mesh "watertight" by adding a face to the back after deleting half the Anvil for mirroring. Select all the vertices around the faceless side and hit F. I had deleted the bottom face so I added that back in too, and then the Boolean op left the faces in. "
Very welcome stuff for newbie - especially "unlearning" traditional architectural design via other programs, in order to make best use of Blender. Interesting, clear, designer-friendly.
Nice. ... booleans have come a long way.... I remember earlier versions (before bmesh and ngons) where a boolean would pooch screw your mesh completely.... you couldn't even cut cube holes in a cube "wall"
Oh my God. I had such a hard time getting it clean so that the sub surf would look great. I was ready to throw myself under a bus. Now I got it to work and I am moving on. If this were a puzzle, it would be one of those 10,000 piece puzzles. Your vid is great. It's just tha the old brain is slowing down a bit.
If the outer edges of the mesh-bottom look sharp and not round like Andrew's after you've applied the subsurf, try doing the "remove doubles" step again by 1: in edit mode select your entire mesh using a. 2: go to mesh > merge > by distance.
I have followed everything you do on the videos, but when it comes to the boolean part it doesnt work for some reason, when i put the cylinder into the anvil it just doesnt "erase" that part of the anvil for some reason. Please anyone who knows why this may be help me.
If you're sure you set the boolean modifier to "difference" and that you have to modifier on the correct object, can you upload your .blend file to www.pasteall.org/blend so I can look at it?
im sure i did it all like in the video, but anyways i deleted that file and started again and somehow now it works. Anyways thanks to everyone who tried to help
Can you help me with my file too? I followed everything in this video but somehow the subsurf modifier is messed up pasteall.org/blend/index.php?id=47317
10:00 - Game engines use Tri's (three vertices), as it's the simplest shape that can be made, THAT IS FLAT! The flat bit is the important thing to remember. It is physically impossible to have a triangle that is not flat (give it a try!). The only way to make a Tri not flat is to add a vertex (singular of vertices), in which case you would have created a... Quad! - Quads (four vertices) can be warped, and can therefore BE BOTH FLAT, AND NOT FLAT. This makes it a LOT more complicated to render, and is therefore TERRIBLE for performance (as games are constantly being rendered, vs. pre-rendered movies, etc.). The advantage that Quads DO have (and the reason that they're used in 3D modelling) is that you can SUBDIVIDE a quad comfortably. That is to say, you can take a square, and cut it into four smaller squares without altering the vertices coordinates, and as a result still have exactly the same looking model, but with more vertices, that can provide more detail. As an aside: GPU's calculate in Tri's. Not Quads, or any other shape... At least at the time of writing (as it's not a limitation of hardware, and a GPU could theoretically be developed to operate primitively on Quads).
A few years back when I was new to blender, this tutorial was difficult. Now I know a little more about blender, know a little about modifier, know a little about boolean, this tutorial connect all the pieces.
Holy crap, why did I not start doing your tutorials sooner? You sir are my hero. These things are gloriously well put together. Keep up the good work :)
after following all the steps up to 19:00 i have a problem when i turn on my subsurf modifier. snorlax pit is still there. however i have triple checked all my faces and everything lines up exactly as it does on the video. anyone have any guesses as to what could be happening?
Same here (turning off clipping didn't change it) (clipping was already off) I ended up having to go underneith and manually adding 4 point faces to the bottom of the anvil. As the orginal shape has 12-16 edges. But after going from 1 face to 8 faces, that fixed the pit on the lower side after add subsurf. Cheers
Fixing the bottom with the knife tool helped me (after banging a nearby soft-ish cat toy in frustration for typical "blender-beginner-even-after-n-years-frustration")
Hello Blender Guru, Thanks a lot for this magnificent series, it means a lot that you are helping us to learn how to model. I have finished your beginner series and now I am working on the intermediate one. I am using blender 2.8 and I was following your steps in this tutorial fine until after correcting the boolean mess on the mesh ( I know you have worked on this a long time ago, sorry : ) ) to ensure there is a good flow and then you added the subsurface modifier and it looks great (minute 19:00) . However, I followed all your steps till this point but the subsurface modifier kept looking the same (very ugly) and I Don't know what did I made wrong. I made sure that I removed all doubles, the flow is maintained on all faces but still not working even when increasing the viewport subdivisions. there is a small ridge that I can't figure out why it's there. Unfortunately, I can't upload screenshots here for you to see but it looks pretty much like how it's in minute 11:15. Can you help please:)?
"No, because we are artists, and we are lazy. And it's good to be lazy. You don't want to double up on work." Thanks! Best Blender tutorial i've found so far =D
@10:00 Just as a clarification to those who might not know; All 3d softwares use triangles, they have to, it's the only 2d object which is guaranteed to always be planar, which also means you can put a lot of those together to create a 3d object and be guaranteed that every face is "facing" in a certain direction (The reason for this will become apparent if you look more into how 3d objects are actually shaded, for example). That's also the reason why sometimes (if you haven't shaded smooth) under ceretain lighting you might see your quad (a face with 4 vertexes) have a weird line running across it. That is because a quad is made up of 2 triangles or "tri"-s and one of your quad's vertexes is not planar to the 3 other vertexes that makes up your quad.
I'm so glad I discovered your channel. Oh, if only you'd made these videos 5-6 years ago! I probably wouldn't have given up when facing the, seemingly, insurmountable Blender-mountain. Thanks to you, I'm giving it another go!
Hey! Love your videos! There is an even easier way to get rid of those edges at 16:00 which would be to select the edges, hit delete and choose dissolve edges. IMO it's cleaner and requires less clicking. Otherwise from that I'm learning SO MUCH about blender from your channel! Cheers from Brazil and thanks a lot!
Not really in that case because you don't want to dissolve it everytime you overlap one. With the global merge, you can just focus on getting all vertices and face right, then just do one big clean up with merge at the end :). Or you can turn on auto merge too
Mine has all squares. I checked and triple checked till I got a headache but it still SubSurfd as that nasty sawtooth look. I also did remove all doubles too. I'm totally lost.
Did you delete the face on the base of the anvil? He didn't mention it so it's not obvious. In the end of this video he shows you how to fill the base correctly, but if you have the original face from when you extruded the Plane, it will still give you that funky look.
I have a problem when i use a surface subdivider it happens the same that we can see in the video but after fixing the edges and deleting the doubles it continues happening and i figured out that is because the bottom face of the anvil is still there (when it should be empty because of the boolean) how can i fix it?
SAME, tried to figue it out, never got an answer for 5 hours or so.... tried again from scratch, no answer. but I did found that if you go in to edit mode and look at the faces, there is a dot on the place where the weird sphere shape accours, that might be a hint of what is going on.
BOO-LEEN! As a software engineer, I love that pronunciation of boolean. This tutorial is ancient, though, so I'm sure you've been corrected hundreds of times over.
Hi Andrew, I really like how you go into deep deatails in every single video you had made! very interesting. It is so important to hear every word you say, and then just work on my project, step by step with tutorial! If someone have problems with attention, like me, then Blender Guru is right channel to improve your blender skills.
Instead of selecting all those vertice points and double tapping G and sliding, I would select all the vertice lines and just dissolve them by pressing x
for anyone who is having trouble with the sub surface: how i fixed it is i removed the face at the bottom of my anvil. once i did that it was clean. then i added the face back doing exactly what Guru did at 20:00
14:55 For those who are using Blender 3.0 or newer versions, constraining the angle is now A instead of C.
Hope this helps.
You saved my life there haha Thanks!
thank you!
Thank you
Thank you
I couldn't seem to get the angle approach to line up. For me, I instead drew the line along the Z-axis by using K then Z
For those that are struggling with the Boolean in Blender 2.91 (or higher), the reason your Boolean isn't cutting the base of the anvil or keeping faces is that "Fast" needs to be selected in the Solver option under the Boolean Modifier. By default the Solver option is set to "Exact," which is what is causing the issue.
Thank you for sharing, was facing this problem and thinking what I did wrong.
Well hey I did the part 1 and when I did this part 2, exactly at adding a cylinder, when I select my anvil, the cylinder gets selected too and vice versa. If I delete the cylinder, my anvil also gets deleted and vice versa. I checked if it has been parented. But no! Even I did make sure that by clearing any parents made. Help me out. Though I only did that once and then I shut it down so I haven't tried twice or more. But do advice if you know the fix 🙏
Thank you so much!
Thank you! I just made the plunge from 2.79 to the newest version of Blender so I'm redoing these tutorials!
+AND REMEMBER TO INSTALL THE 2.91 VERSION OF BLENDER
_ITS NOT AUTOMATIC_
16:55 To remove doubles easily in Blender 3.3.0, select your mesh with A in edit mode, then M > By Distance.
Thanks a lot!!
Thank you !!!!!
thanks man. 👍👍
thanl you brooo
Thanks sm 🙏🏾
For Blender 2.8, at 16:50, remove doubles is changed to Mesh -> Clean Up -> Merge by Distance
alt + m > b is the shortcut for a good measure
Thanks a lot! =)
Thanks a lot
Thank you!
Alternatively, selecting the edge and dissolving it (X -> dissolve edges) works too.
At 5:05 I was having trouble but I figured it out. In newer versions of Blender, you have to go to the "Viewport Display" section in the object settings and then in the "Display As" dropdown select Wire. Hope this helps!
Many thanks
thx
Thanks
Thanks a lot
Epic
Here is a quick tip if your subdivision surface still looks like a mess:
If you check under your anvil in edit mode, you can see that the bottom face has alot more than 4 vertices, that is what's causing the weirdness. To fix this you go to bottom view(ortho), use your knife tool (k) and make new vertices from the half circle to the edge of the anvil, in that way you are creating 4 vertices faces, and it fixes the issue :) Hope this helped
Like this so people can see it please.
You are a genius. Thank you.
helpful!
Thank U!
You can actaully follow the last step of the tutorial (remove the bottom face and extrude the circle with snapping enabled (19:55) ) and that'll help too (also its easier)
Exact issue I was having, thanks!
Found out a few things repeating this tut till my eyes bled... 1st Don't apply the mirroring till the very end of the tutorial. You'll avoid a lot of head scratching. 2nd make bloody sure you are in front view (Andrew dis say it's important...it is!!) when doing your knife cuts, otherwise you'll fiddle a lot correcting the vertical angles. 3rd, make sure there is no face under the anvil until the subsurf is applied, because it will still look awfull even if your flow is perfect. Close the bottom last, and all will be fine. Might be a version thing, as I did this tut using 2.80. Absolutely worth my repeating this tutorial 4 times. Learned a lot. Thanks, Andrew!!
thanks, I had the problem with the subdivision surface :)
The vertices at the bottom of the feet of the anvil are sharp. The model seems to have put the edges right at those vertices instead of in the general area that the subsurf mod does. I don't know what I'm doing wrong.
Gosh, deleting the bottom face was the problem solver!! Thanks
Awesome suggestions! I never removed the bottom faces and doing that saved me. I was wondering why subsurf wasnt working. Appreciate it!
Awesome suggestion with the bottom of the angle, it helped the subsurface look on point!
It took me three attempts watching this part of the tutorial before I realized I had the bottom face active which was making my subsurf modifier look as if the cleaning of the vertices had not worked at all. On the third try I figured out that maybe that face was being an issue and then looking closely I realized that Guru had no face at the bottom throughout the tutorial and it was empty. I don't know if I did something at the beginning which caused that to remain or maybe my settings are different. Either way, I figured it out, so... Victory!
exact same problem. thanks a lot!
thank you man
thank you
thank's for sharing! i knew somehow that the bottom face that not have the four vertices rule but I could not check if he had removed it so headache and more headache until I saw your comment ;)
Same problem! Thank you!
19:15 for those who get sharp pointy edges somewhere when applying the subsurf modifier, try
1. first remove the face at the bottom, then applying the subsurf
2. change the order of the modifiers ( first subsurf, then mirror)
that worked for me
dude, i had start over twice and i did not found the reason why. this just instantly fix the issue, thanks!
Thanks broo
This is what I needed. Thank you! Can somebody explain to me why this works?
I love you
YO thank you so much, i was getting weird artifacts when i applied the subsurf, it was caused by the face in between the mirrored side. deleted that and fixed it.
After almost 5 years into modeling, I came back to re-watch this tutorial. A brief and concise nostalgia in which I first started to learn 3D modeling. The shadow of the past given by a shade of light, the beginning of everything. A joyous part of myself saying, "Look how much we've travelled across the path of learning."
If the complexity of things ever got out of hand. Take a step back and take a good view of where you once were before.
Tip: At 5:00 of the video, when Andrew shows how to set the maximum draw of the cylinder at wire, we have to select the Carve (not the BMesh) boolean setting in the modifier, to be able to see the nice section of the anvil, as we move the cylinder around.
Thank you!
Thanks :)
Thanks for this! It was driving me crazy!
Hi i dont get how he did it i tryed like 14 times....
First when mu cylinder is target after modifier yeah my anvil "disapear" like we can see on the tutorial but when i pass in wire-mode for my cylinder i don't have the anvil cut form inside ..
then when i pass in "difference" it's seems ok but just after when i go change "textured" to "wire" it show the cylinder and not the anvil with the form... and if i move a bit the cylinder its like all my previous actions are erased ( the booleen ) ...
quit annoying
(╯°□°)╯︵ ┻━┻
thanks, if you have any idea :> i'll appreciat
U ARE MY HERO
8:43 If after using the boolean operator you are getting a hole and no faces that is due to not having your mesh closed after splitting it in two. You have to select all the edges or vertex that remains open after deleting one half of the anvil and then press F to fill that hole with a face. Then the boolean difference should create additional faces. You can delete this extra internal face after applying the boolean difference (I'm using Blender 2.83)
MVP
scrolling by the "sort by new" to find this. perfect. works in 2.9 also.
@ I am getting a hole and face that arent anywhere near where they are supposed to be (where the original box was)
to clarify, on the wireframe, the edges are there but no vertices are attached and you cannot interact with them.
@@Finrii sorry I’m unsure as to where you mean you’re getting a hole? As in at the bottom of the anvil?
If you mess up at 18:00 and have a small gap between the vertex and the line instead of the triangle Andrew has, you can fix it by
1)Make a loop cut around the top of the anvil(same as what Andrew did)
2) Grab the vertex at the top of your Boolean first, then the vertex made by the loop cut that is closest to the Boolean
3)Press M(changed from alt M to just M) and select Merge at last
I actually think this method is easier than having to delete faces and remake them, but Andrew might have done it that way so we actually learn how to delete and remake faces
was struggling with this one too! but I found an easier way:
First, Select the two vertices and press F on your keyboard to connect them.
and then last step, double tap G to put the other vertex on the other vertex and then now you can emerge them (which is pressing M and by distance)
Thanks! this helped me a lot!
you're a frickin hero
Life saver, Thank you so much
ty
If you are following this tutorial on blender 3.5 and want to do the layer thing, now it is called view layer. (8:15)
Select your objects, press M, create a new collection, now in the outliner (Top right) you will see that your objects are inside a new follder with the name you used for your collection, right click that folder, go to view layer, and click Disable from view layer. Or just select it and press E.
Now you need a new view layer, on top of the Outliner there is a drop down that says View Layer, click the icon with two paper sheets to create a new view layer.
You can select it and everything is going to be visible on that layer. (You can hide collections in there with E at any moment)
Thank you! What is the purpose of these layers though? Why not just use a collection?
appreciate it
Thank you!
thanks
Just want to say thank you to everyone who had left translation comments from 2.7 to 2.8. Y'all really saved me a lot of time!
10:07 : Game Engines use triangles because it's "easier" to draw something made up of triangles: "every object can be split into triangles but a triangle cannot be split into anything else than a triangle". Using quads would create additional things to deal with.
Laur CleverEdge and in the end even blender creates temporary triangles when it renders an image since triangles are rigid and precise and allow for accurate shading. But quads are kept for modelling purposes and phew ain't that a good thing :D
If all 4 vertices are in the same plane it would have been fine (older OpenGL had support for it even) but as soon as one of those vertices moves out of alignment you have to split it into 2 triangles, and do so in the correct manner.
None of which is terribly hard, but if your trying to get the most out of your GPU for a game then it would be a waste to force the GPU to check all those quads (since it would have to check every quad, not just the ones that are broken).
Much easier solution. Use triangles. All vertices of a triangle are guaranteed to be coplanar. So they dropped the support for it, if you want to model with quads you can convert the quads to triangles before rendering and deal with the headache yourself during development, most likely while exporting the model to the game engine.
But a computer doesn't know if the vertices are aligned unless it splits the quad into 2 triangles and calculates if the triangles have the same normal :P So triangles are still needed.
oh my gosh thanks for that info dude it spared me the trouble of an extensive research on Google but at least I know when to us tris or quads in models
I'd say you should always use quads when modelling. Converting to tris can be done when you export if the game engine can't use quads. But Unity and Unreal can interpret them at least. :)
For the boolean cleanup, instead of edge sliding and removing doubles (merge by distance), you can just hit "X" -> dissolve edges. Also for 18:30, you can select both vertices and hit "J" to join them instead of deleting the face and refilling. I'm on Blender 3.0 btw
For those who STRUGGLE with BOOLEAN bug!
I had a hard time myself, but because i rewatch all these series i know about removing doubles. So the problem why the cylinder doesn't cut out might be because the anvil has bad geometry and the boolean operation is confused. Therefore in edit mode select (A)ll of the anvil and (W) remove doubles! Then again in object mode try again making cylinder and cutting the anvil.
Worked, thanks a lot!
+Jona Wetter happy to know I helped
Thank you kind sir!
that worked! Amazing. i was in the phase of geting frustrated, but it's fixed for a while.
Thank you!
+Csaba Gy. Woaw, couldn't imagine that my comment could help so many. Happy to help. Your answer reminds me to start again learning blender!
im fighting depression, been on blender since a month, decent progress, just wanted to thank you Andrew from the bottom of my heart.... for... you know, everything.
th-cam.com/users/shorts8fZAd7ZBbbA?si=k9WrpWwm48OsOBsu
This video taught me that if you add an object in *Edit Mode* instead of *Object Mode*, it actually makes the new mesh part of the currently selected mesh. I don't really need my cylinder to be part of my anvil structure, but it was an awesome discovery!
Hi Andrew, amazing work, i felt in love with blender 8 month ago thanks to you! :) I have just two comments: Using "dissolve" might help you to get rid of unnecesarry vertices/edges/faces by pressing CTRL+X while you are in vertex/edge/face selecting mode :)
The second minor improvement - at 18:30, after merging those three vertices - instead of deleting the big N-gon and making two halfsize quads - just select the two vertices and pres "J", it will make an adge on existing face and split the N-gon automatically :)) It even works around the corner (finds the shortest way between two vetices and make edge between them) and you can also cut another edge! No more subdividing edges in order to obtain a vertex to connect something :D
On the other hand: thanks to Boolean explanation! :D Love your work :)
for everyone struggling at 16:13 in Blender 2.91, right click and select "Merge Vertices" then By "distance" or u can just press M on ur keyboard and select it there
doesnt work on blender 3.0
Quick note, what you did around 18:30 ish, you could do easier by selecting the two vertices and hitting J. This is like pressing F but cut through the face.
He is looking to the roof...
Without context "cutting through the face" would be a very unsatisfying thing.
Youre a life saver thanks
16:50 - for those have Blender 2.92 - to merge the vertices you have to be in the "Vertex Selection" (clicking on 1), than can click RMB (right mouse botton) and select "Merge Vertices", "By Distance".
Or simply click M and again "By Distance".
Incredible how useful has been this tutorial, great Andrew!
ps: I've just discovered that in the Properties bar (N), under "Options" you can flag "Auto Merge", and it will automatically merge vertices moved to the same location ;)
I love the anvil even more than the doughnut, it makes so much sense why you teach it, the amount of things you learn in this series are fantastic, thank you so much.
18:32 "Here's a gecko in the roof"
On a serious note: Thank you Mr. Guru! I've made hundreds of models in efficiently. Oblivious to the genius of the knife tool and boolean operation.
His face was so fun. xD
Here's tip: get addon called "Bool Tool". It simplifies Boolean operations and makes them much quicker. Plus it automatically changes "Maximum Draw Type" for appropriate objects...
Can you elaborate on this please?
I did everything but I still have a starlacc pit. Can anybody help me?
Same here
Update: I deleted the base of the anvil and it fixed it. I think he might have deleted his too. Thing is, the anvil looks ugly without a bottom now...
Haha Update 2: Yeah he deleted his base too, later in the tutorial he fixes that though.
Thanks a lot. :)
When did he remove the bottom face?
If anyone else is just beginning this tutorial in 2021 like me....most of the answers are below in comments but one step to the solution was buried, but it worked for me.
Select the anvil in object mode, enter edit mode and select the 4 vertices at the bottom. Then hit "F" to create a plane so your anvil isn't "open" at the bottom. Then do everything as stated in the video. When you switch to object mode your anvil will have the boolean cut shown. Cheers!
Edit: I had some issues when applying a subsurf after the fixing the vertices around 18:00. The bottom face was trying to join in the fun of the subsurf and messing things up. I deleted the bottom face and that fixed the issue.
why would you create a face at the bottom of the mesh in the first place though
@@josegabrielhernandez2309 just because it was messing up the subsurface modifier for me. Probably because my mesh isn't clean or good since I'm new.
Also, he adds a face to the bottom later anyway.
Thank God we have dedicated people like you that don't mind sharing what they've learned with others. I always wanted to work with Blender but it has such a steep learning curve I backed away from it until now.
If you're using blender 3.0, there are a few subtle, yet important changes that I had to make - some of which are repeated below.
To remove double edges, be in vertex select (1) then right click, then merge vertices, then by distance.
When you come to apply a subdivision I had to delete the bottom face, underneath the anvil.
Damn, thank you. I wondered why my base of the anvil broke apart after aplying subdiv on it. Cheers Man!
To clarify, the model has no base? I followed the tutorial, and when I went to subsurf, it still looked really bad, as if I still had n-gons. I took my problem to blender stack exchange, where I learned that the solution was to delete the base face, which worked wonders. However, I knew I'd followed the tutorial closely, but you didn't run into the same issue, so I couldn't help feeling like I was missing something. So, upon re watching this video, is it true that the base gets deleted at 12:12 when you show how you used to fix the n-gons? If this is true, would there be a way to create an item with a base, so it can be observed from all sides?
This helped me too, thanks.
My solution for keepin the base was to simply do what he did at the top - replace the single face with multiples that become part of the flow by creating new edges with the knife tool. After that you still need to add two more lines on each side of the base (with Ctrl+R) so the anvil doesn't curve at the foundation, looks rather silly that way. - Or you could just do what he does at the end and extend edges to create a new bottom face, which is way less work
I'm pretty glad I found your comment, because I had the same problem... Thanks!
thanks man, your comment saved my time!! even i was getting a vertex at the center of the curve outside the model which was visible in "face" mode only...
so basically the easy fix is : delete the base face and then turn on sub-surf modifier... this did the trick for me :)
I knived my bottom to solve my problem, until I realized he did not have any base!
For Blender 3.1.2, just bellow your viewport shading options there's an automatic mirror function, by activating X and Y mirroring you can perform all of the cut and duplicate removals at once, saving yourself some steps. Keep in mind this will only work if your anvil is still centered.
in 16:13 for anyone whose using blender 2.8+, click Alt + M -> Merge -> By Distance,
or you can click Vertex menu which is in the same row as edit/object mode button.
click Vertex -> Merge Vertices -> By Distance.
instead of click W -> Remove Doubles.
hope that helps.
Do you have the BMesh option? For some reason i cannot select the object as a whole in the Boolean modifier
PERFECT! can you explain to me why we needed to do the Alt M option?
16:20 in Blender 3.4
1. To Remove double esasly, Mesh -> Merge -> by Distance
2. if you try " 1 " but not work, make sure you select all (press A to select all) and try " 1 " again
this one
works on blender 3.6 thx
7:42 delete half to mirror, I don't know if that is a new feature in blender 2.8 but it is possible to get the same result with bisect/flip on the same axis (Y) in the mirror modifier settings
for the people who after using the "knief Tool" have a weird shape after applying the modifier, you gotta do the same from underneath the object, you gonna make every face has 4 vertexes
I love you. I was losing my mind.
Thanks a lot, saved me a lot of time scratching my head lol.
for those who are struggling at the VERY end:
make sure you properly cancel an extrude- if not, the vertices will end up stacking. i think that's what caused my anvil to have a weird pointy edge at the end.
if you do end up having some additional vertices thanks to extrudes, delete the bottom faces that you made, select your entire mesh and merge the vertices. then, extrude in the Y axis again, make the faces again and we're done!
Ran into this and your comment helped! Thanks so much
I LOVE U ! THE COMMENT IM LOOKING FOR
Thank you!
wow, both how the cut looks with subdivision now and the genius way to complete the bottom are making me feel like a wizard
I Swear Andrew is the best tutorial person I have ever seen,I don't need to follow along his tutorial I need to watch it once and it's stuck in my head forever
For those that still have the Starlacc pit at the base, go underneath the anvil and for each edge in the cutout create an edge underneath so that you can turn the base from an N-gon into a series of quads
could you give a more in depth explanation on how to do so?
@@taahirsheik7918 Not the OP and I'm a beginner as well so take my advice with a grain of salt. The way that I applied his advice was by removing the face on the bottom of the anvil. Before you continue, turn on Snap during transform and snap to vertices. Then grab a vertice on the bottom wall of the anvil and press e to extrude. Lock it to whichever axis works best for you, in my case it was the y axis. Extrude and snap to a vertice to form a quad. Then select each of the four vertices by holding shift and clicking each one, and then press F to create a face.
Then I went to the next vertice and repeated this process down the entire length of the anvil until I had 10 total faces on the bottom of my anvil, each of which was a quad. Once I applied my subsurface modifier it looked a lot cleaner and not like the pit you mentioned.
I solved the problem by doing Andrew's extrude operation on the bottom before I added the subsurf modifier. I don't know if this is easier than your suggestion, but it was relatively easy for me (a beginner).
"fun stuff like modeling guns"
You read my mind. That's exactly why I want to learn to model in blender lmao.
19:58 “Let’s fix the bottom!”
Me: ugh, my anvil already has a bottom...
Also me: deletes bottom to follow guru’s instructions to avoid any chances of going off track
Didnt delete the bottom at mine and got problems with the subsurface modifier because it wasnt a 4 point face. Spent almost one hour trying to find the solution
@@rodrigoromeu2789 underrated comment
any theory on why this is so? why his anvil didn't have a bottom?
Mine already had a bottom to, which messes up the subsurf because (if you look at the bottom view), there is just one big face with more that 4 vertices. Just align your view to bottom view and make the same kind of knife cuts along the bottom to split it up into a bunch of faces, all with 4 vertices.
@@smartestidiot2541 im guessing because he was using an older version of blender than most people watching at this point, which just does it like that automatically? I could be totally wrong though.
The TIP you gave which Blender Love rectangular polygons is AMAZING! it actually solve so many issues I had until now. Thank you!
I never thought that I would ever see the day when a Boolean's lecture would be interesting. Well done.
If Boolean doesn't work 4:20(Blender 2.82, more in comments):
1) Select Anvil in "Object mode";
2) Select all(A);
3) M;
4) In dropped menu select "By Distance".
5) Delete bottom face(Andrew forgot to explain this action). It will be fixed at the end of video.
thanks
Thanks a lot mate, you've saved my day. I don't understand why it worked while previous option did not but I'm glad it did :)
no drop down menu appears. (im in Blender 2.83)
@@gargenall8161 yep they changed from alt +M to M
@@gargenall8161 just try M and i will pop up the menu
Thank you so much everyone who helped others through comments . From bottom of my heart , I wouldn't have completed this part if it wasn't for you all .
why not to use desolve lines instate of remove doubles
Literally what i was about to comment 😁👍
Did you found out a good answer? I'm doing the tutorial and the dissolve option seems a little faster...
@@ricardoreis7298 seemed to screw up mine :/
@@ricardoreis7298 I went into edit mode, edge select, and then dissolved the edge and it worked out well.
Yeah, thats what I did. Seemed to be a lot less fiddly and faster! Though his method did introduce me to the magic of GG
Informative, honest, fun. Hands down the best Blender teacher on TH-cam.
Hi. I'm kind of new to Blender, and your tutorials have helped a great amount for someone trying to get their feet wet in the industry. In other words.... your Beginner Tutorials are really well tuned for beginners. They're easy to follow along with and just fun to watch. I noticed that there aren't any subtitles in English for this series yet, and while it seems TH-cam goes ahead and gives me the ability to add subtitles to it, I'm still going to go ahead and ask for your permission. I'd like to help to make sure that everyone can properly understand your message, since auto-generated subtitles aren't always the most reliable.
Tht's a great idea!
Can someone help? When I click Apply on the mirror it applies, but without applying the Boolean cut, it just gives me an other full side of the anvil even though I have it after the Boolean modifier... I'm stuck and can't find any answers online..
Nevermind I fixed it, Apparently I had to press apply on the Boolean before applying mirror
Remove doubles is now moved to "Mesh>CleanUp>Merge by distance"
thanks . I stopped in that part trying to find the remove doubles in the preference
"We are artists and we are lazy and it is good to be lazy" my favourite part!
Coming back to this two years after struggling with this tutorial, I now see how good it was!
If you're having trouble when you add the subsurface at 19:05 and you get weird faces pointing out, make sure you have the face inside the mesh deleted. Just go to edit mode, in vertex select it, switch to face and delete.
You can say whatever the heck you want about Blender guru but for sure you cannot say this guy is not well hydrated
*LET ME GET A DRINK*
I couldnt do that boolean thing. It wouldnt make that shape for me but after i changed the solver frome Bmesh to carve it worked.
had the same problem, thanks!
Woah! Man, you saves ma anvil, couldn't work around it. I wonder what's the cause of it since it works for others with BMesh properly.
I was having this issue. Thanks for finding the solution.
I saw his worked just fine with BMesh as well. Very confusing.
same for me thanks
guys "W" doesn't work in Blender 2.93, 3.0, 3.1. it changes cursor to circle tool. just press "a" to select all then "m" -> merge by distance
Thanks, was searching for that, btw how we can open that tab which he opened it by "w"? Or is it removed from blender?
@@akashthesky3366 theres no tab for that. when in edit mode, go to menu "Mesh" then Clean Up > Merge By Distance.
@@HarryMcKenzieTV oh ok
In computer science, a Boolean is a logical data type that can have only the values true or false . For example, in JavaScript, Boolean conditionals are often used to decide which sections of code to execute (such as in if statements) or repeat (such as in for loops).
I had to repeat this part three times. Finally moving on to part 3!
Dunno if it will help someone or not but:
If u have problems with boolean. First of all, there is no longer "solver" options. Blender decided to keep only one solver, so they deleted that option. Second thing, start modeling anvil with cube not plane. Dunno why (I am beginner) I couldn't perform boolean operation on anvil that started with plane, but with cube no problem. It is probably because it is way easier to do something bad with geometry when you start with plane.
So: Start with cube and there is no solver option available anymore. Hope it helps. Cheers!
Thank you!!!
A year late to comment so things may have changed, but even rebuilding from a cube boolean does nothing for me when applied. I can see in x-ray mode that it's cut the curve out, but in object mode the anvil is still entirely intact.
In Blender 2.92 -- if you're having trouble getting a hollow cut after mirroring a solid cut, what worked for me was APPLYING the Boolean before adding the Mirror modifier. I'm not done with the tutorial so this may bite me later, but at least I now have the cut-outs with faces inside. I didn't need to make new faces or delete the bottom as prior comments suggested.
thanks man that really helped!
thanks this helped!
18:31
if u wanna make a cut trough a face to connect 2 verts.Just select the 2 verts and press j.
Only knife can cut plane if vertices don't lie in one surface. J only connect vertices without cutting face in that specific situation.
Yes VeloFX, when all vertices lie in one surface J cut and and connect vertices.
aaaaabarta wrong it wil cut it in half. If your argument would be right then would be 'f' to connect obsolete. Plz dont spread wrong information
This tutorial was fantastic. Understood a lot about booleans now.
The technique you describe at 9:00 is CSG (constructive solid geometry). It's better suited for CAD engines that do have primitives for boxes, cylinders etc. This is because they use concepts like boundary representation (brep) to find intersection points instead of previously rounded mesh vertices. You could experiment with it in e.g. FreeCAD's Part workbench.
For those who still have a weird ass form after applying the subsurface division and fixed the vertices, make sure your anvil doesn't have a one face bottom. Mine had one and it worked when i deleted it
OMG THANK YOU! I WAS SO LOST
This did it for me
Help! When I mirrored my anvil with the boolean and deleted half of the vertices as shown, it left me with a gap in the middle of my anvil!
I followed @Spos S advice in the above comments
" What worked for me was removing the mirror modifier, and making the mesh "watertight" by adding a face to the back after deleting half the Anvil for mirroring. Select all the vertices around the faceless side and hit F. I had deleted the bottom face so I added that back in too, and then the Boolean op left the faces in. "
For the ones who are stuck at removing the doubles, you need to press M and then choose "Merge by distance"
doesn't work for some reason
edit: selecting all before merging solved it thanks :)
@@beytullahberk3632 yeah, probably should have mentioned that
@@ValMephora he actually mentions it in the video lol i was just listening poorly
Appreciate all the hard work and love you put into your videos. I'm learning a lot from them. Thanks for investing your time in us.
Very welcome stuff for newbie - especially "unlearning" traditional architectural design via other programs, in order to make best use of Blender. Interesting, clear, designer-friendly.
Awesome face when the gecko was walking in the ceiling . HEHEHE
Nice. ... booleans have come a long way.... I remember earlier versions (before bmesh and ngons) where a boolean would pooch screw your mesh completely.... you couldn't even cut cube holes in a cube "wall"
You can use spacebar instead of Enter to confirm knife operations.
Oh my God. I had such a hard time getting it clean so that the sub surf would look great. I was ready to throw myself under a bus. Now I got it to work and I am moving on. If this were a puzzle, it would be one of those 10,000 piece puzzles. Your vid is great. It's just tha the old brain is slowing down a bit.
If the outer edges of the mesh-bottom look sharp and not round like Andrew's after you've applied the subsurf, try doing the "remove doubles" step again by 1: in edit mode select your entire mesh using a. 2: go to mesh > merge > by distance.
8:49 - When I hit apply, I have no faces. I see the inside of the object. Using Blender 2.82 Alpha.
Just a question, how did you make the boolean work? It just doesn't work for me...
I have followed everything you do on the videos, but when it comes to the boolean part it doesnt work for some reason, when i put the cylinder into the anvil it just doesnt "erase" that part of the anvil for some reason. Please anyone who knows why this may be help me.
Did you change the boolean operation to "difference"?
If you're sure you set the boolean modifier to "difference" and that you have to modifier on the correct object, can you upload your .blend file to www.pasteall.org/blend so I can look at it?
im sure i did it all like in the video, but anyways i deleted that file and started again and somehow now it works. Anyways thanks to everyone who tried to help
It could have just been a bug. Glad you got it fixed though.
Can you help me with my file too? I followed everything in this video but somehow the subsurf modifier is messed up
pasteall.org/blend/index.php?id=47317
10:00 - Game engines use Tri's (three vertices), as it's the simplest shape that can be made, THAT IS FLAT! The flat bit is the important thing to remember. It is physically impossible to have a triangle that is not flat (give it a try!).
The only way to make a Tri not flat is to add a vertex (singular of vertices), in which case you would have created a...
Quad! - Quads (four vertices) can be warped, and can therefore BE BOTH FLAT, AND NOT FLAT. This makes it a LOT more complicated to render, and is therefore TERRIBLE for performance (as games are constantly being rendered, vs. pre-rendered movies, etc.).
The advantage that Quads DO have (and the reason that they're used in 3D modelling) is that you can SUBDIVIDE a quad comfortably. That is to say, you can take a square, and cut it into four smaller squares without altering the vertices coordinates, and as a result still have exactly the same looking model, but with more vertices, that can provide more detail.
As an aside: GPU's calculate in Tri's. Not Quads, or any other shape... At least at the time of writing (as it's not a limitation of hardware, and a GPU could theoretically be developed to operate primitively on Quads).
Was about to make this comment as well. Someone should tell Andrew the importance of tris in gaming
A few years back when I was new to blender, this tutorial was difficult. Now I know a little more about blender, know a little about modifier, know a little about boolean, this tutorial connect all the pieces.
Holy crap, why did I not start doing your tutorials sooner? You sir are my hero. These things are gloriously well put together. Keep up the good work :)
after following all the steps up to 19:00 i have a problem when i turn on my subsurf modifier. snorlax pit is still there. however i have triple checked all my faces and everything lines up exactly as it does on the video. anyone have any guesses as to what could be happening?
I have the same problem. Did you ever find out?
turn off clipping in mirror settings
Same here (turning off clipping didn't change it) (clipping was already off)
I ended up having to go underneith and manually adding 4 point faces to the bottom of the anvil. As the orginal shape has 12-16 edges. But after going from 1 face to 8 faces, that fixed the pit on the lower side after add subsurf. Cheers
All you need to do, is delete the bottom face, then turn on clipping in mirror settings. It worked for me.
Fixing the bottom with the knife tool helped me (after banging a nearby soft-ish cat toy in frustration for typical "blender-beginner-even-after-n-years-frustration")
Hello Blender Guru, Thanks a lot for this magnificent series, it means a lot that you are helping us to learn how to model. I have finished your beginner series and now I am working on the intermediate one. I am using blender 2.8 and I was following your steps in this tutorial fine until after correcting the boolean mess on the mesh ( I know you have worked on this a long time ago, sorry : ) ) to ensure there is a good flow and then you added the subsurface modifier and it looks great (minute 19:00) . However, I followed all your steps till this point but the subsurface modifier kept looking the same (very ugly) and I Don't know what did I made wrong. I made sure that I removed all doubles, the flow is maintained on all faces but still not working even when increasing the viewport subdivisions. there is a small ridge that I can't figure out why it's there. Unfortunately, I can't upload screenshots here for you to see but it looks pretty much like how it's in minute 11:15. Can you help please:)?
Same here, did you fix it? I'm using blender 3.0
If u doing this in Blender .2.8 and u have to remove doubles, go top bar Mesh > Clean Up > Merge by distance (this is the same thing just renamed)
@Lucas Laborne your welcome brother.
"No, because we are artists, and we are lazy. And it's good to be lazy. You don't want to double up on work."
Thanks! Best Blender tutorial i've found so far =D
@10:00 Just as a clarification to those who might not know; All 3d softwares use triangles, they have to, it's the only 2d object which is guaranteed to always be planar, which also means you can put a lot of those together to create a 3d object and be guaranteed that every face is "facing" in a certain direction (The reason for this will become apparent if you look more into how 3d objects are actually shaded, for example). That's also the reason why sometimes (if you haven't shaded smooth) under ceretain lighting you might see your quad (a face with 4 vertexes) have a weird line running across it. That is because a quad is made up of 2 triangles or "tri"-s and one of your quad's vertexes is not planar to the 3 other vertexes that makes up your quad.
in blender 3.2 its not C but A (about 17:00)
*you need to change the Boolean solver from Bmesh to Carve in new versions. otherwise it just subtracts a face*
thank you SOOOO much i was stuck with a hollow mesh for two days before seeing this comment
thanks homie
Dissolve wouldn't work?
I was thinking the same thing. Pretty sure that dissolving is the better option.
It would create ngons, of which we want to get rid in the first place.
EDIT: Sorry, I'm dumb, it works just fine.
Ctrl-X ftw ;-)
referring to 15:20
no, it works fine. Just tried it
I'm so glad I discovered your channel. Oh, if only you'd made these videos 5-6 years ago! I probably wouldn't have given up when facing the, seemingly, insurmountable Blender-mountain.
Thanks to you, I'm giving it another go!
Hey! Love your videos! There is an even easier way to get rid of those edges at 16:00 which would be to select the edges, hit delete and choose dissolve edges. IMO it's cleaner and requires less clicking. Otherwise from that I'm learning SO MUCH about blender from your channel! Cheers from Brazil and thanks a lot!
Not really in that case because you don't want to dissolve it everytime you overlap one. With the global merge, you can just focus on getting all vertices and face right, then just do one big clean up with merge at the end :). Or you can turn on auto merge too
Isn't Boolean pronounced as Boo/ley/an?
yes it is lol
yeah he pronounced it like that the first two times, but then he got lazy or something and started calling it booleen
Saul Goodman I'm pretty sure he messed it up right from the beginning.
No, it's pronounced Boo-lee-an, because it comes from mathematician George Boole (pronounced "bool" with a long "oo" and a short "e" at the end).
Silverback Gorrilla you're right but the OP was righter than Andrew in the video
Mine has all squares. I checked and triple checked till I got a headache but it still SubSurfd as that nasty sawtooth look.
I also did remove all doubles too. I'm totally lost.
Did you delete the face on the base of the anvil? He didn't mention it so it's not obvious. In the end of this video he shows you how to fill the base correctly, but if you have the original face from when you extruded the Plane, it will still give you that funky look.
I had the same problem and then deleted the face at the bottom of the anvil. Thank god for youtube comments. Worked.
I have a problem when i use a surface subdivider it happens the same that we can see in the video but after fixing the edges and deleting the doubles it continues happening and i figured out that is because the bottom face of the anvil is still there (when it should be empty because of the boolean) how can i fix it?
I have same problem
I tried, and i'm still getting this issue
SAME, tried to figue it out, never got an answer for 5 hours or so.... tried again from scratch, no answer.
but I did found that if you go in to edit mode and look at the faces, there is a dot on the place where the weird sphere shape accours, that might be a hint of what is going on.
Same here. If only someone knew the answer...
Same :/
BOO-LEEN! As a software engineer, I love that pronunciation of boolean. This tutorial is ancient, though, so I'm sure you've been corrected hundreds of times over.
Hi Andrew, I really like how you go into deep deatails in every single video you had made! very interesting. It is so important to hear every word you say, and then just work on my project, step by step with tutorial! If someone have problems with attention, like me, then Blender Guru is right channel to improve your blender skills.
At 7:23 who you do use Ctrl + r for me it only goes round half the mesh like it only goes down to the top of the stand thing how do i stop this?
yeah pls help us
I just did it that way :)
Open the option to remove doubles by pressing W. After doing that, the loop cut should extend around the whole mesh now
@@tylerdang5442 Thanks Dad! You just made my day!
"We are artists and we are lazy!" I want to frame that quote.
Instead of selecting all those vertice points and double tapping G and sliding, I would select all the vertice lines and just dissolve them by pressing x
I was thinking the same thing :D
That did not help. It only removed 3 verticies
In edit mode, press x, dissolve edges.
for anyone who is having trouble with the sub surface: how i fixed it is i removed the face at the bottom of my anvil. once i did that it was clean. then i added the face back doing exactly what Guru did at 20:00