To further make the cylinder APPEAR straight with no bulges near the opening, you could project the normals from the duplicate cylinder onto the surface of the booleaned cylinder that has the hole. Of course this will not modify the geometry. But it will result in a cleaner look.
This is crazy, I havent been modeling for a whole year and this is exactly what I need, in exactly the time I started working on it...O.O You are an angel
3:25 Welding the points alters the surface curvature of the cylinder. Honestly there is no real good work-around for this problem with polymesh modelling & I do pretty much what you did... tedious and time consuming.
@@re57k Shrinkwrap can be used in specific cases for one shape to take on the form of another but in this case one shape is being used as a cutter against another shape through a boolean subtract operation.
After you shrink wrap to get the geometry as close to the original surface as possible, you could project normals from the duplicated cylinder. This will not further alter the geometry, but it will give the appearance that there are no distortions around the hole. I made a comment about this. Hopefullly Mr. Blender Secrets appends the video with it or addresses it in some way!
@@secondarycontainment4727 Shrink wrapping concave objects with holes in it can be problematic when it comes to weighted normals and patches figuring out which surface they're supposed to wrap against. For me it's important that the mesh remains accurate I have no use for shader normals.
To further make the cylinder APPEAR straight with no bulges near the opening, you could project the normals from the duplicate cylinder onto the surface of the booleaned cylinder that has the hole. Of course this will not modify the geometry. But it will result in a cleaner look.
This is crazy, I havent been modeling for a whole year and this is exactly what I need, in exactly the time I started working on it...O.O
You are an angel
I love Blender Secrets
Merry Christmas 😊 This was really cool! It really came together at the end. Really nice topology!
Nice. The funny thing is that sometimes leaving some imperfections makes the 3D metal perforated objects more realistic. 😁
Merry Xmas!
That's so true! Merry Xmas!
It's fascinating! For me, as a beginner in 3D this looks like magic 0_0
Thanks dude!
What material is that? I would love to recreate it and what is your lighting setup?
I also do the wiggle-wiggle with the verts for quick check of duplicates. I thought I'm the only one to use this silly technique haha :D
How can I make the edges look that way in the viewport?
Enable "cavity" under the solids drop down option menu in the top right of the viewport toolbar
@@SkrapProduction Thanks, friend! I had completely forgotten about that option after years without using it. Merry Christmas!
❤
🧡
3:25 Welding the points alters the surface curvature of the cylinder. Honestly there is no real good work-around for this problem with polymesh modelling & I do pretty much what you did... tedious and time consuming.
I think that's what the vertex group > shrinkwrap was for
I'm relatively new to blender, is there any issue with the shrinkwrap method? (apart from it being potentially buggy and 'wrap' to the wrong vertices)
@@re57k Shrinkwrap can be used in specific cases for one shape to take on the form of another but in this case one shape is being used as a cutter against another shape through a boolean subtract operation.
After you shrink wrap to get the geometry as close to the original surface as possible, you could project normals from the duplicated cylinder. This will not further alter the geometry, but it will give the appearance that there are no distortions around the hole. I made a comment about this. Hopefullly Mr. Blender Secrets appends the video with it or addresses it in some way!
@@secondarycontainment4727 Shrink wrapping concave objects with holes in it can be problematic when it comes to weighted normals and patches figuring out which surface they're supposed to wrap against. For me it's important that the mesh remains accurate I have no use for shader normals.
I would just use Plasticity to make a hole. Only if the object is for render purposes not for game dev.