I find that in the second situation setting the outer bevel miter type to sharp is often the best compromise solution. You can use several bevel modifiers, one set to arc and one set to sharp, and use vertex groups to control which bevel modifier is used for different parts of the model.
Hat off... By far one of the most useful tip series on the subject. I myself ran into a shading issue a day ago and tried to squeeze an answer out of youtube. Solved mine partially by playing with lighting since I sought to get a decent render on low res, nothing super fancy. But there's so much more for me as a week's noob to learn about Blender and its go-arounds that are driving me nuts currently. So I engoy your material, really. Every time it's deep, profound and most importantly, it's very structured unlike any other mumbling bloggers out there. Simply pleased to listen. Thank you Josh, please keep up doing your stuff.
First example was interesting. Scaling to zero perpendicular to the face - if I understood that correctly. That is *so* unintuitive, and yet really simple and clever. I have so much to learn.
Hey Josh I've recently discovered your channel and wanted to say a HUGE thanks. You've helped me look at modeling a whole different way. I have been struggling for endless hours on a project as a blender Noob. After learning the click a segment & use "Control" to select more along that edge loop has been super helpful. Plus how to recognize whats wrong & fix problems with edges using merging. I just used it fix a Cyl on a rounded surface and I said out loud "OMG I get it!". Plus big love for the "You just select an edge on an existing mesh object (Like a Sphere) > Shift D (dup it) > Mesh > Separate > Selection" Then I converted it to a Curve & BAM > Bevel it and its now a pipe along the edge I needed to be at. AMAZING! Much love!
3:15 I run into this problem often and easiest way to fix it is to add an edge flow loop so the bevel modifier knows how to connect edges on that area. Most of the time, the edge flow loop does not need to be fully connect, you can make an edge flow loop up until the area where the surface is flat and leave it as an nGon at the flat area of the mesh. Bevel modifier should know how to connect those edges.
Very nice. Thank you. And you are a true master if you can REPRODUCE this issues on purpose to show us! It is one thing to run into it. But another to provoce it into existence. I deeply respect that skill! 😅😁
Easy fix for bevels: Do a solid bevel first, so you got muttering edges, then the bevel. A solid bevel in blender is achieved with the smoothing of a bevel, that produce additional lines on both sides of the edges you bevel. Its invisible in shading, but will do the job. Sadly Blender hasn’t got a bevel the combines these two.
could you do a video on useful matcaps? i never thought that the zebra matcap had utility, or the shiny red one. i wonder what the others might be useful for.
Old sub-d modeler here getting back into the game and learning blender. What is the advantage of bevel modeling vs. sub-d modeling? Very cool techniques used in this video!
If you do the data transfer and the back of the model appears hollow and you can see through the bottom of the mesh go down to max distance on the data transfer modifier and change the distance.
Dude you're a genius. I mean how do you figure this stuff out for yourself, I'd be lost in the abyss of bad shading if it weren't for blenderbros resources. Is the normal data transfer method in the 2nd scenario usable for game assets in game engines? Do you just apply the modifiers to update them as the new normals. Thank you Josh, these are really valuable!
Does that affect baking inside substance? I see this problem only occurring on high poly models, but not low poly models, so should I even care or is this only a problem for people who want to render high poly? what i usally do its create game ready assets im new to the industry so i dont know
With the second example. Could you use shrink wrap to fix it? Duplicate the surfaces and take out the Boolean (like you did) but then use shrink wrap ?
someone knows how to recreate the material used at 6:33 ? like when you move the camera the inside texture is moving ive been searching for that for a long time
If your bevels are creating ngons could you add more vertices and make it all quads? I know the data transfer would work perfectly but it would be interesting to see how you could make it all quads in the most efficient way possible.
Yea, but that would be an unnecessary headache because then you’d have to apply the bevel modifier which I’d never recommend doing. I’d rather move the boolean down onto the flat surface, isolate the shading, or use normal transfer depending on your workflow.
Well it’s an innate issue any poly-based software will run into. It’s simply the mathematics behind how that type of topology works. It can’t just be “fixed”. It’s an innate behavior of that type of geo.
OMFG! I could xoxo u, you r awesome for this.. I watched tons of videos + asked for help with this issue from blender scene creators, who scenes I have purchased, said they don't know what is wrong, it looks fine on there end and that it must be my computer or that there's something wrong with my settings.... and I can go on & on so thank youuuuu sooooo much
I wouldn’t use normal transfer then, I’d isolate and triangulate or do a quick retopo in a subd workflow (or don’t use bevels at all, which I don’t recommend for aesthetics)
#frage was würded ihr machen wen jetzt jemand von euch eine super kraft bekommt also so wie spider man und welche wäre gut würded ihr es denn jemandem sagen würded ihr es am anderen sagen und würded ihr überhaubt ein superheld werden?
i don’t understand why you demonstrate your first technice on a mesh consistent of purely ngons. I don’t even get why there are ngons in the first place
First example was interesting. Scaling to zero perpendicular to the face - if I understood that correctly. That is so unintuitive, and yet really simple and clever. I have so much to learn.
First example was interesting. Scaling to zero perpendicular to the face - if I understood that correctly. That is so unintuitive, and yet really simple and clever. I have so much to learn.
I find that in the second situation setting the outer bevel miter type to sharp is often the best compromise solution. You can use several bevel modifiers, one set to arc and one set to sharp, and use vertex groups to control which bevel modifier is used for different parts of the model.
Thats actually brilliant and simple.
Hat off... By far one of the most useful tip series on the subject. I myself ran into a shading issue a day ago and tried to squeeze an answer out of youtube. Solved mine partially by playing with lighting since I sought to get a decent render on low res, nothing super fancy. But there's so much more for me as a week's noob to learn about Blender and its go-arounds that are driving me nuts currently. So I engoy your material, really. Every time it's deep, profound and most importantly, it's very structured unlike any other mumbling bloggers out there. Simply pleased to listen. Thank you Josh, please keep up doing your stuff.
Thanks a bunch! This shit just isn’t very obvious unless you know where to look, so I feel ya.
the weird shading has been annoying me for days and now i know how to make it look better. Thanks a lot!
This is one of the most important videos out there. Josh, you are the man. Thank you.
Thanks Josh, I keep coming back to this video every now and then. Very helpful.
The last one did it for me, it was very peculiar problem. Thanks for the solution, I appreciate it 🙏
First example was interesting. Scaling to zero perpendicular to the face - if I understood that correctly. That is *so* unintuitive, and yet really simple and clever.
I have so much to learn.
They’re all little tricks you’ll eventually become accustomed to.
Hey Josh I've recently discovered your channel and wanted to say a HUGE thanks. You've helped me look at modeling a whole different way. I have been struggling for endless hours on a project as a blender Noob. After learning the click a segment & use "Control" to select more along that edge loop has been super helpful. Plus how to recognize whats wrong & fix problems with edges using merging. I just used it fix a Cyl on a rounded surface and I said out loud "OMG I get it!". Plus big love for the "You just select an edge on an existing mesh object (Like a Sphere) > Shift D (dup it) > Mesh > Separate > Selection" Then I converted it to a Curve & BAM > Bevel it and its now a pipe along the edge I needed to be at. AMAZING! Much love!
Thank you so much! I was having a lot of trouble with shading errors and your video helped me fix all of them!
3:15 I run into this problem often and easiest way to fix it is to add an edge flow loop so the bevel modifier knows how to connect edges on that area. Most of the time, the edge flow loop does not need to be fully connect, you can make an edge flow loop up until the area where the surface is flat and leave it as an nGon at the flat area of the mesh. Bevel modifier should know how to connect those edges.
Thanks a lot for the Data Transfer idea! Finally fixed the normals problem after 3 days of trying everthing else
The data transfer is such a powerful tool, I heard of it but only now I know how good it can be ♥
im trash at hard surface stuff so this will come in handy. youre a lifesaver.
was looking for others stuff but this is high quality.
So i definitely come back here [subscribed]
These are some really impressive techniques. I only model low poly for video games but it's still super interesting to me.
The weighted Normal mod worked well in my case specifically, but this video was great! Much important info here. Keep up the good work Josh!
After recalculating normals with shift N, there's an option in edit mode Mesh/ Normals/ Reset vectors. It helped in my situation.
Very helpful video. I found answers to several important questions about modeling in Blender 3D. Thanks a lot!
Literally ran into this issue yday and will use the normal transfer method- thanks Josh! :D
Very nice. Thank you. And you are a true master if you can REPRODUCE this issues on purpose to show us! It is one thing to run into it. But another to provoce it into existence. I deeply respect that skill! 😅😁
Easily one of my favorite videos tysm
thank you SO much, this is very useful.
That helped me a lot ! You tutorials are always greate.
Mind...blown. Thank you.
Life saver fixed my problem instantly
Thank you,just helped me solve a problem that had me stumped
😭🙏 This is so clutch! Thank you!
weighted normals modifier did it for me, thanks!
Easy fix for bevels: Do a solid bevel first, so you got muttering edges, then the bevel. A solid bevel in blender is achieved with the smoothing of a bevel, that produce additional lines on both sides of the edges you bevel. Its invisible in shading, but will do the job. Sadly Blender hasn’t got a bevel the combines these two.
could you do a video on useful matcaps? i never thought that the zebra matcap had utility, or the shiny red one. i wonder what the others might be useful for.
Old sub-d modeler here getting back into the game and learning blender. What is the advantage of bevel modeling vs. sub-d modeling? Very cool techniques used in this video!
If you do the data transfer and the back of the model appears hollow and you can see through the bottom of the mesh go down to max distance on the data transfer modifier and change the distance.
Thanks! I already broke my maind about this problem. Will they be able to fix these things in future versions of Blender?
This is REALLY helpful
Thanks!
Dude you're a genius. I mean how do you figure this stuff out for yourself, I'd be lost in the abyss of bad shading if it weren't for blenderbros resources.
Is the normal data transfer method in the 2nd scenario usable for game assets in game engines? Do you just apply the modifiers to update them as the new normals.
Thank you Josh, these are really valuable!
Does that affect baking inside substance? I see this problem only occurring on high poly models, but not low poly models, so should I even care or is this only a problem for people who want to render high poly? what i usally do its create game ready assets im new to the industry so i dont know
bro i'm having problems getting on shading, no matter what blender crashes/ closes when i click on shading, how do i fix this?
You need better PC or downgrade your version of blender
Have you tried doing A to select all and then Shift + N to recalculate Normals?
ok about first method what if i want the face to be curved and not flat there is solution for it or i just have to make it flat
Very useful. Sometimes even knife tool could be useful.
Funny thing is that in some cases those imperfections could get the 3D model more realistic. 😄
With the second example. Could you use shrink wrap to fix it? Duplicate the surfaces and take out the Boolean (like you did) but then use shrink wrap ?
You could, a bit overkill for my liking.
someone knows how to recreate the material used at 6:33 ? like when you move the camera the inside texture is moving ive been searching for that for a long time
That's a Matcap, in the Viewport Shading options select Matcap instead of Studio Lightning, and then choose this striped one
That's a Matcap, in the Viewport Shading options select Matcap instead of Studio Lightning, and then choose this striped one
If your bevels are creating ngons could you add more vertices and make it all quads? I know the data transfer would work perfectly but it would be interesting to see how you could make it all quads in the most efficient way possible.
Not creating quads necessarily, but you could stick the Triangulation Modifier on after the Data Transfer (check "Keep Normals")
Yea, but that would be an unnecessary headache because then you’d have to apply the bevel modifier which I’d never recommend doing. I’d rather move the boolean down onto the flat surface, isolate the shading, or use normal transfer depending on your workflow.
I hope they add a better way to deal with issue #2 in future releases. :(
Well it’s an innate issue any poly-based software will run into. It’s simply the mathematics behind how that type of topology works. It can’t just be “fixed”. It’s an innate behavior of that type of geo.
Thanks a lot man ✨💙
I think in the second case u could make loop around edge
OMFG! I could xoxo u, you r awesome for this.. I watched tons of videos + asked for help with this issue from blender scene creators, who scenes I have purchased, said they don't know what is wrong, it looks fine on there end and that it must be my computer or that there's something wrong with my settings.... and I can go on & on so thank youuuuu sooooo much
shrink wrap would be better for second case?
What do you think about Y.A.V.N.E. Add-on?
What happens if the model is exported to OBJ or FBX format and another user tries to render it with another render engine and software?
I wouldn’t use normal transfer then, I’d isolate and triangulate or do a quick retopo in a subd workflow (or don’t use bevels at all, which I don’t recommend for aesthetics)
#frage was würded ihr machen wen jetzt jemand von euch eine super kraft bekommt also so wie spider man und welche wäre gut würded ihr es denn jemandem sagen würded ihr es am anderen sagen und würded ihr überhaubt ein superheld werden?
my hero
Thank you! So useful! The book is not available for Russian users.
great stuff
good solution
normal edit modifier worked for me
Very nice :)
At 4 40 the normal transfer destroys the normals in the bg.
Slightly. Adjust the mix factor or move around the geo.
thanks
Ironically, I fixed mine by assing a weighted normal modifier
Badass!
Two things I hate with Blender:
- Bevels in edit mode is weird
- Shading does not work properly
How did you mirror like that?:(
I use the Hard Ops addon.
This guy sounds like Mordecai(Regular Show) to me and now I can't watch this without imagining Mordecai bring the mic🤣
i don’t understand why you demonstrate your first technice on a mesh consistent of purely ngons. I don’t even get why there are ngons in the first place
Do u know how to do it in maya? 😂
that second one kinda suck doesnt it...
ajudo muito +sub
OR you could just solve the topology using basic fundamentals lol
How to be OCD in a fake reality, all for an idea render... this aint art, its just programmed renders..
First example was interesting. Scaling to zero perpendicular to the face - if I understood that correctly. That is so unintuitive, and yet really simple and clever.
I have so much to learn.
First example was interesting. Scaling to zero perpendicular to the face - if I understood that correctly. That is so unintuitive, and yet really simple and clever.
I have so much to learn.