For me and likely many others you have been the Brackeys of Blender. I started with one of your Udemy courses and later found you on TH-cam. Very helpful!
Wish i knew this when i was making armor straps. The other methods didnt work well and i shamefully had to manually bend and shape the straps onto the armor.
@@grabbitt Its mainly the workflow, that is interesting. Tips like this one aren't easy to remember unless applied instantly. So what would be cool, is if the course would have 3 sections. Each section focusing on at least one advanced technique. And in each section you make 1 hero asset or scene. Similar to the way you split up the beginner course in multiple sections for each skill set. Maybe this is best combined with other course Ideas.
Idk whether or not you have covered this already, but I'm still having trouble with holes on a curved surface. And by holes I mean the ones with corners, to be used with subdivision later. It's one of those times when I just can't brute force it with a higher polycount base mesh.
Didn’t work for me. The lattice parented with the object i wanted to wrap around the sphere, grabbed the mesh and it all moved. However, it failed to form around the sphere itself.
I tried the lattice modifier before, looks interesting (still new to Blender). Just curious, is there a way to edit the parented mesh to its lattice mesh without unparenting first?
Doesn't work for me using 4.1. The object deforms to the lattice everytime. I have ensured orgin is at center. I have parented the object to the lattice. But everytime it is the same result.
For me and likely many others you have been the Brackeys of Blender.
I started with one of your Udemy courses and later found you on TH-cam. Very helpful!
Cool, thanks!
Thank you so much Grant, you are a great teacher with a voice for radio
Nice and clean explanation! No „water“ in between, just what you need! Thanks! U a my favorite TH-camr :)
Brilliant! Hope I remember lattice deform when I need this one! 😁
Literally been wondering about this today and then your video popped up. Thank you!
That's interesting, thanks for posting this. I'll share the video.
Abbitt I like your art work 😊
Thanks! 😄
The simpler the solutions the better.
This is the lifesaver I've been looking for, for YEARS! Ahhhhh thank you
Yes, this was a ton of help.Thank you!
Maan this is so helpful, thanks for the tip
I would really like to see a gun modelling series from you, i hope you do one in the future!
damn this is really helpful
Awesome! Thank you so much!
You are the Blender OG 🔥
Wow thank you.
Thanks! Very cool👍
That's brilliant
Thanx
Very cool!😎
excellent tut, thank you
Thank you
I love It ❤🎉
dam!!!!!!!!!!!!!!!!! thats a sick hack
Wish i knew this when i was making armor straps. The other methods didnt work well and i shamefully had to manually bend and shape the straps onto the armor.
Haven't watched, but sense this video is gonna be helpful. 🎉
Yep, I was right. Watched it thru.
NICE
Oh it so simple, I made a battle pod from Robotech without this function instead I used subdivision tool and extrusion which caused a ton of issues
good, 지금 제게 아주 필요한 지식 입니다, 그저 고맙다고 말씀드리고 싶습니다. 제게 큰 도움이 될 거라 생각합니다.
Is there going to be anymore of the Intro To Animation short videos? Been finding them very helpful.
i did all of this and my object was heavily distorted? why and how to fix pls
This is really cool!
do plan on making an advanced blender course any time in the future?
on which subject
@@grabbitt Its mainly the workflow, that is interesting. Tips like this one aren't easy to remember unless applied instantly.
So what would be cool, is if the course would have 3 sections. Each section focusing on at least one advanced technique.
And in each section you make 1 hero asset or scene. Similar to the way you split up the beginner course in multiple sections for each skill set.
Maybe this is best combined with other course Ideas.
@@backyy07 I will certainly consider that
Idk whether or not you have covered this already, but I'm still having trouble with holes on a curved surface. And by holes I mean the ones with corners, to be used with subdivision later. It's one of those times when I just can't brute force it with a higher polycount base mesh.
usually its to do with the position of your poles
When we make textures or add them, does it export as one whole texture file ? As though it’s one single file with its textures ?
Does this method apply to proceudal objects/ geometry nodes? I have some geonodes objects and want to wrap them around a cylinder :'(
Didn’t work for me. The lattice parented with the object i wanted to wrap around the sphere, grabbed the mesh and it all moved. However, it failed to form around the sphere itself.
I tried the lattice modifier before, looks interesting (still new to Blender). Just curious, is there a way to edit the parented mesh to its lattice mesh without unparenting first?
Yes you can edit it normally
how would this affect shading and texturing? might we have to retopologize and stuff?
not really it shouldn't effect that too much
Hey if iwant to make array with lattice can i
yes i believe so
@grabbitt how can you explan
video starts @ 1:20...
Funny, Ive tried this before from someone elses tutorial from many years ago, but the Lattice never appears.
OK, so when I set the lattice as the parent, it wildly distorts the mesh. what do I do?
Try don't apply Scale on lattice
@@angiefaust9473 I did that as default. Turned out THAT was the problem
my object deforms when i slide it around the surface? Any Idea why?
It does depend on how big your shape is.
Doesn't work for me using 4.1. The object deforms to the lattice everytime. I have ensured orgin is at center. I have parented the object to the lattice. But everytime it is the same result.
I think your object needs to have a form of subdivision, I had the same problem too but when I subdivided it , it worked
Didn’t work for me either
Problem found. You can't apply transforms if editing in Object mode.
Flowify -> Blender Addons Do this work!
didn't work for me at all
Wouldn't a Surface Deform modifier be better, since it uses an actual mesh and not a poorly-implemented quasi-mesh that is a PITA to work with?
I think it's more controllable
Amazing. Thank you!