I really really loved the way you included an explanation on overlap clamping, normal orientation and how to see fix it. thanks for that, I've been trying to learn independently the last half a year and that's been a big missing piece for me. really cleared up a lot. Can't thank you enough
Thanks for the tutorial, really helpful! If anyone is stuck around 29:00 ie. trying to cut the curve into the face, i had to recalculate the normals (edit mode>mesh>normals>recalculate outside) before it would work without having jagged artifacts.
You are one of the better blender instructors! I've been using blender for 18 months now, and have been in search of a hard surface tutorial. Until I found your channel, the only tuts I could find were either done by people with foriegn accents who just learned english, or are done on an outdated version of blender from almost a decade ago. So props to you.
You might need to refine your search because there are several people who also make quality Blender 2.8+ content on the topic (eg Gleb, Arrimus3D, Grant Abbitt, Ponte Ryuurui, Blender guru, CG boost, and MANY more). I don't have anything against Josh, his guides are top-notch and he dominates the hard surface topic but I feel you might be missing out on a big portion of what the Blender community has to offer. Also, don't limit yourself to TH-cam and blender tuts/guides! There are countless professionals who make guides and blog articles on other platforms and with other programs. It might not teach you specifically how to use blender but the principles and best practices still carry over.
Theoretically, all machine drawings have 0.003m Bavel I remember when I was learning for graduation. Love that subject. Manual drawing amazing. josh good video lot to learn.
That is not entirely correct. 0.003m amounts to 3mm. 3mm being a quite big "bevel" or correctly put, radius. This radius is defined by two things. Convex edge or concave edge. Convex can be sharp as a knife, there are reasons why you wouldn't want that but from a technical point of view it is doable. Concave radius is defined by the machine head size, or if it is spark eroded. From a manufacturing point of view for say, injection molding, the smallest radius that is doable is actually around 0.3mm. Very few suppliers to the OEMs I've worked for and am working for can manage smaller than that.
Awesome tutorial, I learned a lot about fixing shading errors/artifacts! A few things that stumped me, that might help others: - If you're having trouble with the reverse bevel, make sure that you're only selecting the front face of the cylinder, not the full object. - If you can't see the world background (HDRI), make sure you're not in orthographic view
This is my first successful hard-surface tutorial, it was all really well explained, step by step. Of course a beginner like must pause and go back a few times but everything went good!
I don’t normally comment on YT videos, and I don’t normally sub to people based on a single tut. But you have just gotten yourself a sub and a massive thank you for such a to-the-point and clear video. Well done and keep up the good work.
i just want to say thank you and thank you. my skills on hard surface has improved. i just bought the new course by blender bros just to listen to you again
i’m only 11 minutes in and i can tell i’m gonna sub after this. you explain everything so well, and even explain the reason WHY which helps so so much. i’m tired of doing stuff and not understanding how or why it works. i would have never understood the normals and stuff had you not gone more into depth like that, now i feel like i understand it a bit more! i appreciate it so much!!
@@davematteer5966 Not really, I don't need a break and like making videos so I'll only take a break if I have some big side project going on and don't have the time.
Great tutorial. Just love Vanilla well explained. Having the basics is so important. And with the evolution & improvements of the software itself, it becomes even more. Thanks, Josh!
For the first part, could have just selected the edgeloops that are closest to the boolean edge and dissolve it to create more space for the bevel and prevent the overlaps, then apply the bevel. 5 seconds and done.
I found a good strategy was prepping the bool'ed sphere BEFORE beveling by simply selecting all the edges nearest to the flat face and dissolving them, thus giving enough room on the corner faces to support beveling - no need to adjust any vertices. You can even wipe out entire edge loops with ALT + click. Takes seconds.
Another really great tutorial. Together with your paid tutorials this is a lot of great material to practice and get comfortable with Hard Surface modeling. Especially appreciate your focus on how to fix things and when you show both common issues as well as more unusual challenges when it comes to fixing geometry.
Man you are too amazing! For some reason when I flip the normals on the controlling array hole the others disappear. Although it did not do that the 1st time around, it started that after I undid the bevel then scaled the cylinder down more and on the y axis alone to shallow the holes up more like yours.
@10:26 if you want to quickly merge/align vertices together without manually vertex sliding them into the nearest vertex one by one, you can choose the vertex you want them to be aligned with on a particular axis. Select that vertex in edit mode then press [SHIFT+S] then "align cursor to selection". You can now select all the vertices you want to remove along that particular axis, then hit [S+ X/Y/Z] and then hit [0]. This automatically "scales" (or rather slides) your vertices along the axis you specified, and at the exact position of the vertice you selected and put the cursor to. With auto-merge your redundant vertices will be automatically fused. This also works well when you need to selectively align certain heights than aren't necessarily connected together etc.
11:00 instead of knocking out half the work, you can knock out 3/4ths of the work by working on one quarter of it and then applying *two* mirror modifiers, one for X and one for Z :DDDDD
So that reversed bevel in manufacturing is called a countersink, it's generally used in places there's going to be a threaded hole for a bolt, or a hole for a pin to make getting them started easier. also to break the edge like a chamfer so you aren't slicing your hands working with the part. source: several years in aerospace machining and many many accidental slices to my fingers.
As always, the best of the best! Your explanations are simple and easy to follow. Definitely, the teaching runs through your veins, my friend.Thanks a lot for this awesome material.
I liked the video the moment you said you think its important to learn the fundamentals before getting into the addons. I am all about that shit. Super good video mate. I think addons you use are great for when we already know how to create cool shapes without addons and want to do it faster.
Another great tutorial Josh! Feel reassured that I've gotten these basics down from watching your other videos. Always a good confirmation when having a idea of what's next and how to tackle occuring issues. Thanks 👍
Thanks Josh, this is fantastic has really helped me. The only issue I seem to get is when using the symmetry. It seems to create really wierd results when using the difference on the array. I tried it again without using the symmetry function and it came out as yours did.
You are the best when it comes to hard surface modelling. Great work. I have been binge watching your videos and trying to replicate similar projects. Keep going. 👍👍👍
Thanks for this!! I really wanna get into hardsurface modeling but due to personal reasons I can't afford hard ops. Thanks! I even figured how to do all the numpad stuff even though i'm on a laptop and my integrated numpad doesnt seem to work.
Appreciate all your tutorials, thank you! Check out the term 'kerning' in typography. That will strengthen your type work greatly. The V and A in vanilla are so far apart they read as two words.
It's very disappointing to see such low view after high quality tuts,but when some videos will be famous and people find out that it's made by blender then people also come for this,afterall i don't find any good channel to fight blender booleans,other than this.
Is there a way to make the cutter appear as "Bounds" by default as opposed to it keeping its shape? I noticed, on yours, that the cylinder became a cube and, for me, I had to manually change this visual in its "Object Properties> Viewport Display> Display As" section. I agree with you when it comes to doing 'Vanilla' as well. Not everybody can afford the add-ons and I do like to teach people sometimes so I find that 'Vanilla' is the best way to go as it also teaches you better ways of mastering such things.
I prefer it too but, what I mean is, it's NOT enabled when I use bool tool. It just gives me a wireframe of the shape I'm using and not a bounds of it.
Makes complex tutorial about hard surface modeling in Blender, but doesn't fix the simple kerning issue between the V and A in Vanilla. Looking forward to doing this tutorial soon.
@@JoshGambrell Kerning is the aesthetic spacing between letters. You have a large gap between your V and A in the thumbnail of your video. My point is that one can do complex (yes, boolean operations are complex) techniques in a very sophisticated piece of software, but skip over an easy technique that can be done in Word. Ayone who has had to deal with any level of graphic design involving text knows what kerning is. This isn't a criticism. It's just a quirky observation about how different people have different skill sets.
@@EWKification Oh I gotcha man. I see what you mean now. Honestly I just whipped that guy up fast in Photoshop but I still didn't even take notice to it, so thanks for pointing it out. Something to keep brewing in the mind when running post
@@JoshGambrell I just remembered that when I was in my teens I had a job where I had to manuallly arrange letters in a physical printing press. There were little metal spacers for adjusting spacing between letters. The worst part was cleaning the ink off the letters, and arranging them back in a drawer. I guess that has made me permanently attuned to something others may not even notice.
@@EWKification Well one man's trash is another man's treasure, I'll probably never look at the spacing the same again now that you've pointed it out lol. This is good though because it will simply improve my art in the long run!
Hey Josh great tut, I know the this is an older version of Blender, and they may have fixed the default Miter Type at 25:00, but could you not create a default environment where you specify the miter type to arc out of the gate, then have the file load instead of the default environment?
Really appreciate these tutorials! You are certainly among the best out there. I work on the laptop quite frequently and the commands with shortcut keys on the numpad are quite cumbersome to use if I am not carrying the external Bluetooth numpad with me... what would be the most convenient way to access those commands on a laptop? I thought you would be the best person to check with...
If you haven't solved this problem yet, you can use F3 to bring up the search menu for commands, then type "bool" to get your options in a click-able list.
Why would you manually move the vertices one by one and then symmetrize, instead of just alt clicking the entire edge loop, press g twice and slide it back?
That would overlap it with the slice. It’s not that easy unfortunately. I rarely do it this way anyways - mesh machine cleans this stuff in one click, but it’s a paid addon which I didn’t want to cover in this tutorial.
Great tutorial! Got a question though, I've been in college for modeling now for about 2 years and "No N-Gons!!" has been drilled into our heads since Modeling 1. Obviously tons of n-gons here with the booleans. Obviously your model turned out fine so I'm wondering your take on if n-gons are ok or not
13:26 Doing the slice gives me weird shading on the flat side of the sphere as well as the cutting object. Any ideas what may cause this? Resetting the scale of the cutter and recalculating normals didn't work. Unchecking "Harden Normals" did the trick, but this would not be an option if the bevel modifier was already applied.
Perhaps we could've Merge By Distance before applying the Bevel and then select all the vertices of the face and Scale the X axis to the amount of 0 to align them all, then apply a Bevel, by angle, and voilà, clean :)
I was wondering why you don't just get rid of those extra points so you'd have a clean loop? This is what's giving you that overlapping problem. I don't see the advantage of starting from a cube. It just makes the geometry wonky. I've seen a lot of people do this and it just causes problems down the line. Already with that boolean, you've got a huge Ngon, so you no longer have all quads. If you manually cut a sphere, you could do a grid fill on the empty hole.
➤ Learn hard surface modeling with our FREE SciFi Terminal Design mini-course
(Hard Ops/Boxcutter workflow):
www.blenderbros.com/scifi-terminal-design-mini-course
I don't know why people dislike appreciate everything that's provided to you for free
@Honey Hive :)
I really really loved the way you included an explanation on overlap clamping, normal orientation and how to see fix it. thanks for that, I've been trying to learn independently the last half a year and that's been a big missing piece for me. really cleared up a lot. Can't thank you enough
Happy to help!
Thanks for the tutorial, really helpful! If anyone is stuck around 29:00 ie. trying to cut the curve into the face, i had to recalculate the normals (edit mode>mesh>normals>recalculate outside) before it would work without having jagged artifacts.
You are one of the better blender instructors!
I've been using blender for 18 months now, and have been in search of a hard surface tutorial. Until I found your channel, the only tuts I could find were either done by people with foriegn accents who just learned english, or are done on an outdated version of blender from almost a decade ago.
So props to you.
Thanks man! Glad to help :)
You might need to refine your search because there are several people who also make quality Blender 2.8+ content on the topic (eg Gleb, Arrimus3D, Grant Abbitt, Ponte Ryuurui, Blender guru, CG boost, and MANY more). I don't have anything against Josh, his guides are top-notch and he dominates the hard surface topic but I feel you might be missing out on a big portion of what the Blender community has to offer. Also, don't limit yourself to TH-cam and blender tuts/guides! There are countless professionals who make guides and blog articles on other platforms and with other programs. It might not teach you specifically how to use blender but the principles and best practices still carry over.
4:01 - for anyone using Blender 4.1, 'Autosmooth' is now a Modifier that you can find under 'Add Modifier -> Smooth by Angle'
Theoretically, all machine drawings have 0.003m Bavel I remember when I was learning for graduation. Love that subject. Manual drawing amazing. josh good video lot to learn.
learning this helps my modeling ocd so much, thank you!
wow! so glad someone has done the research on that topic, I always wondered about that. Thank you!
Thank you so much.
That is not entirely correct. 0.003m amounts to 3mm. 3mm being a quite big "bevel" or correctly put, radius. This radius is defined by two things. Convex edge or concave edge. Convex can be sharp as a knife, there are reasons why you wouldn't want that but from a technical point of view it is doable. Concave radius is defined by the machine head size, or if it is spark eroded. From a manufacturing point of view for say, injection molding, the smallest radius that is doable is actually around 0.3mm. Very few suppliers to the OEMs I've worked for and am working for can manage smaller than that.
This was pure gold! So much to learn here! Thanks
Awesome tutorial, I learned a lot about fixing shading errors/artifacts!
A few things that stumped me, that might help others:
- If you're having trouble with the reverse bevel, make sure that you're only selecting the front face of the cylinder, not the full object.
- If you can't see the world background (HDRI), make sure you're not in orthographic view
thanks!! last one help
@@Catherine-fr8vg you're welcome! 🙂
Damn, I missread the video length thinking it was only 4 minutes and didn't even notice for like 35 minutes. Captivating stuff, gotta say. :D
Thanks man!
This is my first successful hard-surface tutorial, it was all really well explained, step by step. Of course a beginner like must pause and go back a few times but everything went good!
Awesome!
I’m finally taking my first real steps into Blender.....this tutorial is awesome. Many thanks!
I don’t normally comment on YT videos, and I don’t normally sub to people based on a single tut. But you have just gotten yourself a sub and a massive thank you for such a to-the-point and clear video. Well done and keep up the good work.
Thanks a lot man!
i just want to say thank you and thank you. my skills on hard surface has improved. i just bought the new course by blender bros just to listen to you again
Thanks Charles, really appreciate that! Enjoy it ;)
great tutorial, thank you. You actually taught me about the modifiers rather than just showing me what to do. Your effort is much appreciated
i’m only 11 minutes in and i can tell i’m gonna sub after this. you explain everything so well, and even explain the reason WHY which helps so so much. i’m tired of doing stuff and not understanding how or why it works. i would have never understood the normals and stuff had you not gone more into depth like that, now i feel like i understand it a bit more! i appreciate it so much!!
Thanks Jasmine, really glad it helps :)
It's nice that you release great tutorials like this on a weekly basis.
I try my best.
@@JoshGambrell are you planning on taking a break?
@@davematteer5966 Not really, I don't need a break and like making videos so I'll only take a break if I have some big side project going on and don't have the time.
@@JoshGambrell thanks for the hardwork then.
Great tutorial. Just love Vanilla well explained. Having the basics is so important.
And with the evolution & improvements of the software itself, it becomes even more.
Thanks, Josh!
No problem Ricardo, thanks!
You solved so many issues for me #1 that auto merge. I was never taught that so thank you!
This is just awesome. I can't wait for my exams to get over to watch all of your tuts
For the first part, could have just selected the edgeloops that are closest to the boolean edge and dissolve it to create more space for the bevel and prevent the overlaps, then apply the bevel. 5 seconds and done.
I found a good strategy was prepping the bool'ed sphere BEFORE beveling by simply selecting all the edges nearest to the flat face and dissolving them, thus giving enough room on the corner faces to support beveling - no need to adjust any vertices. You can even wipe out entire edge loops with ALT + click. Takes seconds.
Yeah that's what I figured too. Maybe he just wanted to demonstrate a specific workflow and tools but it wasn't very efficient for this job.
This video is gold
Man teachers like you are underrated
I’m starting with hard surface modelling now and this video and channel is gold! Thank you for teaching us peasants! 🙂
Totally agree. Pure gold. So happy I support this talented team !
We really appreciate it Ulysses, thanks a bunch!
Another really great tutorial. Together with your paid tutorials this is a lot of great material to practice and get comfortable with Hard Surface modeling. Especially appreciate your focus on how to fix things and when you show both common issues as well as more unusual challenges when it comes to fixing geometry.
Thanks Mark, glad the videos are helpful! Common issues and explanations are key.
Man you are too amazing! For some reason when I flip the normals on the controlling array hole the others disappear.
Although it did not do that the 1st time around, it started that after I undid the bevel then scaled the cylinder down more and on the y axis alone to shallow the holes up more like yours.
Been meaning todo this for ages and so finally did it tonight. There were some very good tips that were useful to know.
10:30, you also can just fix 1/4, then you just have to symetrize X first then Z
@10:26
if you want to quickly merge/align vertices together without manually vertex sliding them into the nearest vertex one by one, you can choose the vertex you want them to be aligned with on a particular axis. Select that vertex in edit mode then press [SHIFT+S] then "align cursor to selection".
You can now select all the vertices you want to remove along that particular axis, then hit [S+ X/Y/Z] and then hit [0].
This automatically "scales" (or rather slides) your vertices along the axis you specified, and at the exact position of the vertice you selected and put the cursor to.
With auto-merge your redundant vertices will be automatically fused. This also works well when you need to selectively align certain heights than aren't necessarily connected together etc.
Every time he says "Intended Functionality" take a shot.
4 shots...
Is the profile pic a depiction of yourself?
we'll be on the floor by the end of the vid
ITS NOT A BUG, ITS A FEATURE
RIP OP
You taught me stuff I didn't expect to learn even! Awesome!
Glad to help!
11:00 instead of knocking out half the work, you can knock out 3/4ths of the work by working on one quarter of it and then applying *two* mirror modifiers, one for X and one for Z :DDDDD
outstanding move
So that reversed bevel in manufacturing is called a countersink, it's generally used in places there's going to be a threaded hole for a bolt, or a hole for a pin to make getting them started easier. also to break the edge like a chamfer so you aren't slicing your hands working with the part.
source: several years in aerospace machining and many many accidental slices to my fingers.
As always, the best of the best! Your explanations are simple and easy to follow. Definitely, the teaching runs through your veins, my friend.Thanks a lot for this awesome material.
Thanks man! Teaching is a passion, and the fact that it comes natural makes teaching you guys that much easier :)
I liked the video the moment you said you think its important to learn the fundamentals before getting into the addons. I am all about that shit. Super good video mate. I think addons you use are great for when we already know how to create cool shapes without addons and want to do it faster.
Another great tutorial Josh! Feel reassured that I've gotten these basics down from watching your other videos. Always a good confirmation when having a idea of what's next and how to tackle occuring issues. Thanks 👍
No worries man! We’re in deep studies for some super cool stuff, so i might focus on beginner stuff for the next few days here.
Thanks Josh, this is fantastic has really helped me. The only issue I seem to get is when using the symmetry. It seems to create really wierd results when using the difference on the array. I tried it again without using the symmetry function and it came out as yours did.
Good video 😎 now the hard part trying to remember lol.
I might be super ocd but recording in windowed mode just feels weird. But really great video, I learned alot! keep it up man!
yes "intended functionality"
Thank Josh,your and ryuuriu videos are the highlights everyday
Took the words right out of my mouth!
best tutorial on blender for sure
You are the best when it comes to hard surface modelling. Great work. I have been binge watching your videos and trying to replicate similar projects. Keep going. 👍👍👍
This is gold! So much useful information in the first 30 min! Thank you so much!!
You know it! Glad to help man.
Thank you Josh. By far the best tutorial I've found on the subject
Glad to help!
Thanks for this!! I really wanna get into hardsurface modeling but due to personal reasons I can't afford hard ops. Thanks! I even figured how to do all the numpad stuff even though i'm on a laptop and my integrated numpad doesnt seem to work.
This is incredible, one video answered so many of my hard-surface modeling questions! Thank you!
superb video!
I love the idea of yours by making videos with vanilla Blender and with the Add-Ons.
This is a fantastic video. Love the explanations. Keep up the great work!
Thanks Keith! I plan to keep recording tuts for you guys daily
Appreciate all your tutorials, thank you! Check out the term 'kerning' in typography. That will strengthen your type work greatly. The V and A in vanilla are so far apart they read as two words.
This man is doing a great tutorial! Thank you!
Hey man,i wanna say you make very good tutorials,it's helps us lot, thankyou.
Thanks Jay!
It's very disappointing to see such low view after high quality tuts,but when some videos will be famous and people find out that it's made by blender then people also come for this,afterall i don't find any good channel to fight blender booleans,other than this.
Josh gave me skill, Andrew Price gave me imagination. Thanks, sensei-tachi
try watching videos of Grant Abbitt, he will give you inspiration.
@@wrenchboy830 CGMatter will give you knowledge.
Great tutorial! So many super tips and tricks that I learned! Thank you
Thanks zac!
Great video, man. Lucid and concise explanations. Seeing this one video is enough to make me subscribe to your channel.
Thanks man, really appreciate it!
Really appreciate these vanilla tutorials. Thanks a lot!
You're welcome :)
Best hard surface modeling you can find!!!Great job, keep going and good luck for your projects!!!
Thanks!
if you dont have a numpad you can use ctrl shift b to access the bool tool menu
Hi, i just found your channel, loving these tutorials and the way they are presented. great job.
Thank you for sharing your knowledge❤, very interesting tutorial.
If you press ctrl, alt, numpad 0, it will automatically align the camera to view
Great tut!
Helped me get into hard surface really easy.
mirror can knockout half the work, merge by distance can knockout all of it.
Once again, you improuved my knowledge about blender !!! Thank you again !!!
Is there a way to make the cutter appear as "Bounds" by default as opposed to it keeping its shape? I noticed, on yours, that the cylinder became a cube and, for me, I had to manually change this visual in its "Object Properties> Viewport Display> Display As" section.
I agree with you when it comes to doing 'Vanilla' as well. Not everybody can afford the add-ons and I do like to teach people sometimes so I find that 'Vanilla' is the best way to go as it also teaches you better ways of mastering such things.
Not that I know of unfortunately - bounds is the default go-to with Bool Tool. I actually prefer it but I can see how it’s annoying.
I prefer it too but, what I mean is, it's NOT enabled when I use bool tool. It just gives me a wireframe of the shape I'm using and not a bounds of it.
friken great it changes everything. thanks
great tutorial. i enjoy watching this and learned something new.
This was awesome!!! Thank you so much! Great explanations.
Makes complex tutorial about hard surface modeling in Blender, but doesn't fix the simple kerning issue between the V and A in Vanilla. Looking forward to doing this tutorial soon.
"Complex", this is extremely far from that. Also, I have no clue what issue you're referring to lol.
@@JoshGambrell Kerning is the aesthetic spacing between letters. You have a large gap between your V and A in the thumbnail of your video. My point is that one can do complex (yes, boolean operations are complex) techniques in a very sophisticated piece of software, but skip over an easy technique that can be done in Word. Ayone who has had to deal with any level of graphic design involving text knows what kerning is.
This isn't a criticism. It's just a quirky observation about how different people have different skill sets.
@@EWKification Oh I gotcha man. I see what you mean now. Honestly I just whipped that guy up fast in Photoshop but I still didn't even take notice to it, so thanks for pointing it out. Something to keep brewing in the mind when running post
@@JoshGambrell I just remembered that when I was in my teens I had a job where I had to manuallly arrange letters in a physical printing press. There were little metal spacers for adjusting spacing between letters. The worst part was cleaning the ink off the letters, and arranging them back in a drawer. I guess that has made me permanently attuned to something others may not even notice.
@@EWKification Well one man's trash is another man's treasure, I'll probably never look at the spacing the same again now that you've pointed it out lol. This is good though because it will simply improve my art in the long run!
Hey Josh great tut, I know the this is an older version of Blender, and they may have fixed the default Miter Type at 25:00, but could you not create a default environment where you specify the miter type to arc out of the gate, then have the file load instead of the default environment?
One of the most usefull tutorials I've ever seen!
Thanks Luka! ;)
Damn it, you are a good instructor! Thank you!
I did this tutorial with boxcutter/hardops to train myself with the addons
Really appreciate these tutorials! You are certainly among the best out there. I work on the laptop quite frequently and the commands with shortcut keys on the numpad are quite cumbersome to use if I am not carrying the external Bluetooth numpad with me... what would be the most convenient way to access those commands on a laptop? I thought you would be the best person to check with...
If you haven't solved this problem yet, you can use F3 to bring up the search menu for commands, then type "bool" to get your options in a click-able list.
Why would you manually move the vertices one by one and then symmetrize, instead of just alt clicking the entire edge loop, press g twice and slide it back?
That would overlap it with the slice. It’s not that easy unfortunately. I rarely do it this way anyways - mesh machine cleans this stuff in one click, but it’s a paid addon which I didn’t want to cover in this tutorial.
Thank you Josh!
Another idea: you can alt-click on the intersecting verices, then slide them into the edge, and do this for all the 4 case
Great tutorial! Got a question though, I've been in college for modeling now for about 2 years and "No N-Gons!!" has been drilled into our heads since Modeling 1. Obviously tons of n-gons here with the booleans. Obviously your model turned out fine so I'm wondering your take on if n-gons are ok or not
I'm wondering this same thing!
hyper cool tutorial! keep creating similars please! thanks a lot for the effort!
this is perfect thank you very much!
I used edgesplit to get rid of the shading issues
13:26 Doing the slice gives me weird shading on the flat side of the sphere as well as the cutting object. Any ideas what may cause this?
Resetting the scale of the cutter and recalculating normals didn't work.
Unchecking "Harden Normals" did the trick, but this would not be an option if the bevel modifier was already applied.
Thank you, you explain everything very well!
Amazing video!! Thank you!!
PS: I really need a keyboard with numpad LOL
Ah yes.. reinventing the wheel. Btw, remember me from insta? I mentioned u on my story! I have been waiting for you tuts!
Yeah man! Thanks so much for that, much appreciated :)
Can I ask for the reason why you opted for box to be converted into the sphere rather than the blenders in-house uv-sphere?
To confuse beginners and increase polycount with bad mod interactions
thanks dude. This is super helpful.
very very good mate
Awesome tutorial, thanks.
Perhaps we could've Merge By Distance before applying the Bevel and then select all the vertices of the face and Scale the X axis to the amount of 0 to align them all, then apply a Bevel, by angle, and voilà, clean :)
Man, such a nice tutorial!
I would love to see more vanilla tutorials 😛
Really good job.
Nice video! Your G key on the keyboard must be dead after double-tapping it so much
I was wondering why you don't just get rid of those extra points so you'd have a clean loop? This is what's giving you that overlapping problem. I don't see the advantage of starting from a cube. It just makes the geometry wonky. I've seen a lot of people do this and it just causes problems down the line. Already with that boolean, you've got a huge Ngon, so you no longer have all quads. If you manually cut a sphere, you could do a grid fill on the empty hole.
Exactly, I really don't understand why I see this so often.
great job mate
i find this tutorial very hard to follow as beginner, but at least it works most aspects for me
Super awesome and simple tutorial, Josh. Very easy to follow. The cleanup portion in this video is awesome.
Thanks Fes!