Blender. How to add detail for 3d printing without trying very hard

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  • เผยแพร่เมื่อ 21 พ.ย. 2024

ความคิดเห็น • 225

  • @genghislife9644
    @genghislife9644 2 ปีที่แล้ว

    Tried so many blender tutorials that didn't work... Ty for saving my sanity on a Friday night.

    • @notverygoodguy
      @notverygoodguy  2 ปีที่แล้ว

      Glad it worked for you and thanks for the feedback.

  • @lostartsstudios1679
    @lostartsstudios1679 3 ปีที่แล้ว +10

    Thank you for this video so much easier to follow than 99% of blender videos. Now if I could just get the sub surfce mod to stop destorying my low poly models...

    • @notverygoodguy
      @notverygoodguy  3 ปีที่แล้ว +4

      I am very glad this was useful for you and thanks for the feedback. Without knowing exactly what the sub surf is doing to your models it is worth pointing out that it is specifically designed to break low poly models :) If you are only trying to add more geometry without changing the shape the selecting "Simple" in the sub serf modifier option will give you that.

    • @CheshireCat478
      @CheshireCat478 2 ปีที่แล้ว +1

      Add more loop cuts. Mainly to the edges. Also I think the sub surf mod hates triangles so try not to have too many triangular faces.

    • @untossablesalad4423
      @untossablesalad4423 2 ปีที่แล้ว

      You might try the Remesh modifier as well. It does something similar but in a different way.

    • @genghislife9644
      @genghislife9644 2 ปีที่แล้ว

      Select simple instead, it keeps the geometry of low poly.

    • @d-emprahexpects
      @d-emprahexpects ปีที่แล้ว

      You all are talking a language I don't yet understand 😂

  • @TaterC-g3s
    @TaterC-g3s 7 วันที่ผ่านมา

    thanks for the break down on the downloading and what is what in the folders. im new to blender life and every video nobody mentions any of that. so thank you!

    • @notverygoodguy
      @notverygoodguy  7 วันที่ผ่านมา +1

      Thanks for the feedback. I do have a series for people new to blender which I have sorely neglected for a while but will get back to that soon.

  • @leinadreign3510
    @leinadreign3510 8 หลายเดือนก่อน

    I like the little zoom-ins on the imprtant menue points. Really good idea!

    • @notverygoodguy
      @notverygoodguy  8 หลายเดือนก่อน +1

      Glad you like it :)

    • @leinadreign3510
      @leinadreign3510 7 หลายเดือนก่อน

      @@notverygoodguy Yes I did, and it was really helpful!

  • @Poesghost
    @Poesghost ปีที่แล้ว +3

    I always make it a point to learn at the very least one thing, per day however more is better.
    Watching your video on vertex groups and several other bits of knowledge you shared and I've learned a lot. Thank you!

    • @notverygoodguy
      @notverygoodguy  ปีที่แล้ว +2

      Thank you for leaving feedback, it really makes a difference and I am very pleased this video was useful for you.

  • @roguepaul
    @roguepaul 4 หลายเดือนก่อน +1

    Well dam that's not so hard at all. Thank you for showing us the concise way to do this. 👍

    • @notverygoodguy
      @notverygoodguy  4 หลายเดือนก่อน

      And thank you for the feedback! Glad to hear this was useful for you.

  • @r3drum34
    @r3drum34 3 ปีที่แล้ว +11

    Thank you a lot for this very easy step by step tutorial!

  • @thebritishengineer8027
    @thebritishengineer8027 2 ปีที่แล้ว

    Au contraire Mr Not Very, you may be a good guys as you just have saved me about a weeks worth of work.

    • @notverygoodguy
      @notverygoodguy  2 ปีที่แล้ว

      I am very glad to hear that this was so useful for you and thank you for your feedback!

  • @stonelambert
    @stonelambert ปีที่แล้ว

    6:27 a dog walking on tile in the background. so wholesome.

  • @kevinm3751
    @kevinm3751 ปีที่แล้ว +11

    Just a heads up, the reason you choose Z for direction is in the name of the texture file you are using. You need the height map information, that information is only applied in the Z direction in this case. Now if you was doing it on a side of the model your height would be in the direction of the X or Y, depending on the direction the face is. Hope that helps you understand why you chose Z in this case...;)

  • @ThePudge1976
    @ThePudge1976 ปีที่แล้ว

    Thank you so much for this video! Im new to 3d printing and could not understand why downloaded models showed no texture when opened in Lychee. I have spent two weeks tearing my hair out until I found this video yesterday. great tutorial, simple to follow, well explained. A+++++. Great work!

    • @notverygoodguy
      @notverygoodguy  ปีที่แล้ว

      Thank you so much for taking the time to give your feedback on this. It is much appreciated and I am very pleased this video was so helpful for you.

  • @diegoarce490
    @diegoarce490 ปีที่แล้ว

    You are a natural teacher. Thank you for this video.

  • @SvgLau
    @SvgLau 10 หลายเดือนก่อน

    huge thanks!!!! I have been looking for a way to adding textures on my design, this is the only video I have found solve my problem!. thanks again!

    • @notverygoodguy
      @notverygoodguy  10 หลายเดือนก่อน

      Glad to hear it helps and thanks for the comment.

  • @thedangernoodle2731
    @thedangernoodle2731 3 ปีที่แล้ว +4

    cool, Ive always seen to do it with UV editing but this works just as well, if not better in some cases. and now I can still use the vertex groups to assign multiple textures while also using the UV altering for the texture mapping, sick!

    • @notverygoodguy
      @notverygoodguy  3 ปีที่แล้ว +6

      Thank you for the feedback. I am glad it was useful for you. This method is particularly useful if you plan to 3d print the result because it gives you real geometry rather than something that can only works when rendered.

  • @jaimevaldez3058
    @jaimevaldez3058 2 ปีที่แล้ว

    For being “not very good guy” this was a very good tutorial. Subscribing now!

    • @notverygoodguy
      @notverygoodguy  2 ปีที่แล้ว

      Thank you very much. I hope to have some more interesting stuff soon.

    • @jaimevaldez3058
      @jaimevaldez3058 2 ปีที่แล้ว

      @@notverygoodguy I am scanning car trims and 3D printing, thinking of applying a leather texture to print after modeling the scans. This tutorial will be helpful in reaching that goal.

    • @notverygoodguy
      @notverygoodguy  2 ปีที่แล้ว +1

      @@jaimevaldez3058 Perhaps you could pop into the "Blender for 3d printing" Facebook group and post pictures of the results. I would be interested to see them!

  • @ttierced3613
    @ttierced3613 2 ปีที่แล้ว +1

    This is as close as I’ll ever get from receiving a lesson from professor snape.

    • @notverygoodguy
      @notverygoodguy  2 ปีที่แล้ว +1

      I think I could do a better impression of him if I put my mind to it. Maybe the next one.

  • @ThompsonBrosStudios
    @ThompsonBrosStudios 2 ปีที่แล้ว

    Oh my gosh I've been trying to figure this out for days, thanks a lot! take my upvote.

    • @notverygoodguy
      @notverygoodguy  2 ปีที่แล้ว

      Glad to help and thanks for leaving the feedback!

  • @NewForestDragonflies
    @NewForestDragonflies 2 ปีที่แล้ว +1

    Brilliant, thanks, finally a video that explains how to do this simply.

    • @notverygoodguy
      @notverygoodguy  2 ปีที่แล้ว

      I am very pleased this was helpful for you. Thanks for leaving the feedback.

  • @Born_Stellar
    @Born_Stellar 2 ปีที่แล้ว +2

    awesome! opens up so many possibilities!

    • @notverygoodguy
      @notverygoodguy  2 ปีที่แล้ว +1

      Glad it was helpful and thanks for the feedback.

  • @RTJ3DCosplay
    @RTJ3DCosplay 2 ปีที่แล้ว

    u cn also do it with the coordinates set to uv to be able to draw your own details in as well by painting ontop of the texture you use

  • @freightuk
    @freightuk 11 หลายเดือนก่อน

    Thanks, that solved my issue on selectively applying the displacement modifier :)

    • @notverygoodguy
      @notverygoodguy  11 หลายเดือนก่อน

      Great to hear! Thanks for letting me know.

  • @rjv2395
    @rjv2395 ปีที่แล้ว +3

    actually, maybe you can try a different method because this will cause the texture to look streaky in most cases. I worked al long time to find how to get rid of this and have the texture lay evenly on the surface. better to select the vertex groups, use UV unwrap, bring in your same texture to the UV, then do the displace mod with the texture and vertex group as you did but then select direction from UV and the texture will lay evenly on the surface.

    • @notverygoodguy
      @notverygoodguy  9 หลายเดือนก่อน

      I will look into this but I haven't seen the issue you describe. I have used photo's for the texture and they have come out fairly well.

    • @rjv2395
      @rjv2395 9 หลายเดือนก่อน +2

      @@notverygoodguy I use blender for jewelry pieces, large pendants mostly. I use texture on different vertex groups on the piece. I could never get the actual texture from the photo onto the piece it was always streaking along an axis. then I finally figured out that if I used a UV unwrap on the vertex group and then added displacement modifier with the texture it placed it evenly over the area with the right settings in the modifier. I also found that manual UV unwrap works better than smart in most cases. just sharing what works for me

    • @notverygoodguy
      @notverygoodguy  9 หลายเดือนก่อน

      @@rjv2395 Perhaps it is because I am more likely to use a flat surface and unwrapping wouldn't make much difference to that. I'll definitely try with a UV unwrap. Thanks for the suggestion.

  • @johnmarshall2660
    @johnmarshall2660 2 ปีที่แล้ว

    Ive been trying to get my head round Blender to add Texture to a wall and failed, so your video is a great help for me to work on, I think the problem I had was trying to import a model from Solidworks or Sketchup and you cant do that, so I am interested how you started this model before you started to add the texture ... Regards john

    • @notverygoodguy
      @notverygoodguy  2 ปีที่แล้ว +1

      Glad this was useful for you. The original model is just hard surface modelled within Blender. Just a re-sized cube with some some added edge loops and some of the resulting edges moved around a bit. There are some supporting edge loops on the edges to ensure the sub division surface modifier doesn't turn it into a ball :)

  • @defenderfortheEld
    @defenderfortheEld ปีที่แล้ว

    Thank you so much!! This is super simple and exactly solves what I'm trying to do and more.

    • @notverygoodguy
      @notverygoodguy  ปีที่แล้ว

      I'm so glad! Thank you for letting me know :)

  • @snook-official
    @snook-official ปีที่แล้ว

    Nice! Thank you. I take it you don't bother with UV mapping if you're just printing this. I'm curious as to how easy this would be to apply the textures to the model so they line up with the geometry. Not everyone uses Blender for 3D printing ;)

    • @notverygoodguy
      @notverygoodguy  ปีที่แล้ว +1

      No I don't do any UV work but I imagine if you unwrapped your model and applied the texture you could then use a displacement to apply it to geometry. I could WELL be wrong about that though.

    • @unclejacksimulations9423
      @unclejacksimulations9423 ปีที่แล้ว +1

      Instead of Local, change the displacement coordinates to UV, adjust strength, done

    • @snook-official
      @snook-official ปีที่แล้ว

      @@unclejacksimulations9423 Thanks!

  • @jonataleite
    @jonataleite 2 ปีที่แล้ว +1

    muito bom! muito obrigado! foi muito claro! ótimo vídeo! justamente o que quero usar no blender! (aqui é do Rio de Janeiro - Brasil)

  • @androbruinsma656
    @androbruinsma656 8 หลายเดือนก่อน

    Very nice and clear video. Thanks a lot!

    • @notverygoodguy
      @notverygoodguy  8 หลายเดือนก่อน

      Great! Thanks for the feedback.

  • @danielconway7190
    @danielconway7190 7 หลายเดือนก่อน

    Awesome, thank you! This is exactly what I was looking for

    • @notverygoodguy
      @notverygoodguy  7 หลายเดือนก่อน +1

      That's great to hear. Thanks for letting me know.

  • @rossk7927
    @rossk7927 7 หลายเดือนก่อน

    Tying this in with creating UV maps would be helpful. All I'm trying to do is get around prusaslicers fuzzy skin limitations and model some rough texture to improve grip. Blender is so unintuitive it has been 4 hours of frustration just trying to get some surface texture to shrink-wrap itself around my part and not be some plain project turd.
    I had it working once - with UV maps - but then I did something and it all broke and I haven't been able to get it working again :(
    I'm also struggling with the variable poly density of my model - flat surfaces have very few vertices for the displacement map to work with and subdividing "enough" is massive overkill for any curved surfaces.

    • @notverygoodguy
      @notverygoodguy  7 หลายเดือนก่อน

      A UV map creation version of this is on my list of videos to do but I feel your pain. I would say that there is no getting around requiring enough vertices if you are going to use displacement as a way of adding texture. Have you considered using a texture as a brush and just painting it on in sculpt?

    • @rossk7927
      @rossk7927 7 หลายเดือนก่อน

      @@notverygoodguy I haven't opened blender in over 20 years before today. It wasn't very good back then compared to 3ds Max which I had access to as a student.
      Painting using a texture brush sounds prefect - I'll look into it.

    • @rossk7927
      @rossk7927 7 หลายเดือนก่อน

      Finally got it sorted out. I was expecting UV mapping to have some sort of observable state but it seems that it's more of an invisible property... maybe associated with vertex groups??

  • @mucokah
    @mucokah 2 หลายเดือนก่อน

    Thanks for the very helping tutorial

    • @notverygoodguy
      @notverygoodguy  2 หลายเดือนก่อน

      Glad to hear it was helpful!

  • @andreigurandaofficial
    @andreigurandaofficial 2 ปีที่แล้ว

    This was the best!
    Exactly what I needed for my 3D printer

    • @notverygoodguy
      @notverygoodguy  2 ปีที่แล้ว

      Very pleased to hear it is useful and thanks for the feedback.

  • @NoCodeFilmmaker
    @NoCodeFilmmaker 2 ปีที่แล้ว +2

    Awesome! This is exactly what I wanted to do. Thanks, 👍

    • @notverygoodguy
      @notverygoodguy  2 ปีที่แล้ว +1

      Very pleased to hear it was useful!!

  • @g0balot
    @g0balot 3 ปีที่แล้ว +1

    I think in one frame you have circled remove instead of select :)

    • @notverygoodguy
      @notverygoodguy  3 ปีที่แล้ว +1

      Yes I know but with Davinci Resolv crashing on me every five minutes I didn't have the motivation to go back and fix that :)

  • @jivinhipcat
    @jivinhipcat 2 ปีที่แล้ว

    Absolutely the best tutorial for this. Thanks a lot!

    • @notverygoodguy
      @notverygoodguy  2 ปีที่แล้ว

      Really pleased it was helpful and thanks for the feedback!

  • @eliasb8
    @eliasb8 ปีที่แล้ว

    That was very good, Sir! 😉
    Thank you very much.

  • @dio8440
    @dio8440 2 ปีที่แล้ว +1

    Very good, thank you for the video.

    • @notverygoodguy
      @notverygoodguy  2 ปีที่แล้ว +2

      Thanks for the feedback. I am very pleased you found it useful.

    • @dio8440
      @dio8440 2 ปีที่แล้ว +1

      @@notverygoodguy It's simple, helpful, and straight to the point, thanks again.

  • @RicardoPerez-om2gd
    @RicardoPerez-om2gd 4 หลายเดือนก่อน

    I follow step by step and I get crazy things happening. Even with the cube... This program drives me crazy

    • @notverygoodguy
      @notverygoodguy  4 หลายเดือนก่อน

      Can you give more details or even better a link to a screenshot or best yet, a link to your .blend file.

    • @RicardoPerez-om2gd
      @RicardoPerez-om2gd 4 หลายเดือนก่อน

      @@notverygoodguy that would help out a lot! thank you. Where can I send you a gdrive link?

    • @notverygoodguy
      @notverygoodguy  4 หลายเดือนก่อน

      @@RicardoPerez-om2gd Can you post a temporary link here?

    • @RicardoPerez-om2gd
      @RicardoPerez-om2gd 4 หลายเดือนก่อน

      @@notverygoodguy drive.google.com/drive/folders/1FfliTNYFcD8eypBmiCc4cBMq7jvJIiP9?usp=sharing
      and thank you!

    • @RicardoPerez-om2gd
      @RicardoPerez-om2gd 4 หลายเดือนก่อน

      @@notverygoodguy Hey, I posted the link but its gone. Did you delete it or does YT not allow posting links?

  • @gibsonsimpson
    @gibsonsimpson 2 ปีที่แล้ว

    Very cool! Thanks for the tip.

  • @fearthesmeag
    @fearthesmeag 3 ปีที่แล้ว

    nice, what about right click = shade smooth?

    • @notverygoodguy
      @notverygoodguy  3 ปีที่แล้ว +1

      Not for 3d printing. The shade smooth option makes your model look smooth on the screen and in any renders you do but it does not smooth the model itself. So, if you export your model and print it it will look like you have the "shade flat" option set anyway. So, for 3d printing always have shade flat and not shade smooth.

  • @giobianchi3232
    @giobianchi3232 2 ปีที่แล้ว

    Your videos are so awesome! Not Very Good Guy is a funny joke because you're the best!

    • @notverygoodguy
      @notverygoodguy  2 ปีที่แล้ว

      You are very kind :) I am very slow but am planning the next video soon.

  • @violettracey
    @violettracey 2 ปีที่แล้ว

    Thank you so much for explaining this! I think you explained it well!

    • @notverygoodguy
      @notverygoodguy  2 ปีที่แล้ว +1

      Thank you for letting me know. I am pleased you found it helpful

    • @violettracey
      @violettracey 2 ปีที่แล้ว +1

      @@notverygoodguy 😊

  • @phm6834
    @phm6834 ปีที่แล้ว

    There is a .blend file, so you can easily add the material to the asset browser ;)

  • @mattreagan4347
    @mattreagan4347 ปีที่แล้ว

    Super helpful, thanks so much!

    • @notverygoodguy
      @notverygoodguy  ปีที่แล้ว

      Good to hear! Thanks for the feedback.

  • @szlummen
    @szlummen ปีที่แล้ว

    Will the model from blender print the same in Real life? With this all bumps and grooves? Could you do a tutorial how to do real bumpy wood model, wich i could print? Id like to make as good wood print as i can. Id be greatful.

    • @notverygoodguy
      @notverygoodguy  ปีที่แล้ว

      This will print just as you see it here. If it is a wood texture, it will print looking like wood. For really rough stuff with bits of branches sticking out of it you might need to add a bit of sculpting or modelling though.

  • @jlr3636
    @jlr3636 ปีที่แล้ว

    Excellent

    • @notverygoodguy
      @notverygoodguy  ปีที่แล้ว

      Thanks for the feedback. It's always nice to know if the video was helpful.

  • @stigmautomata
    @stigmautomata ปีที่แล้ว

    very relaxing content

    • @notverygoodguy
      @notverygoodguy  ปีที่แล้ว +1

      Well that's quite a compliment :) Thank you.

  • @mrgtoyz
    @mrgtoyz ปีที่แล้ว

    How complex do the models need to be? I just want to create a simple wall and add texture but when I try to apply this tutorial, the model becomes a flat oval and no texture can be applied without it looking crazy. And no amount of decreasing the strength makes it look good.

    • @notverygoodguy
      @notverygoodguy  ปีที่แล้ว

      It doesn't need to be complex, a wall would be fine, but it does need to have enough geometry. If you select the "Simple" option in the subdivision surface modifier you should get plenty of geometry without it turning your wall into an oval :) I don't do this in the video because you might notice I have added edge loops close to the straight edges of the model which can also preserve the shape of the model when using the subdivision surface modifier.
      By the way, if your wall has no thickness, this displacement method might not give you what you want so you might need to add a solidify modifier before the displacement but after the subdivision. I hope this helps but let me know if you have any further issues. Good luck.

  • @blacktree626
    @blacktree626 ปีที่แล้ว

    it dont work very well unless im using alot of verties. anyway to help with that?

    • @notverygoodguy
      @notverygoodguy  ปีที่แล้ว

      You definitely need the geometry if you plan to 3d print the result. I believe it gives a suggestion in the video. Create a subdivision surface modifier and set it to "Simple". This will create more vertices for you but retain the shape.
      If you are not interested in 3d printing this then it is probably not the best solution. You can bake detailed textures onto a low res model if you just want to only render stuff but that's a completely different video :)
      Hope this works out for you.

  • @RCCraigoOnline
    @RCCraigoOnline 2 ปีที่แล้ว

    This was perfect! Thank you!

    • @notverygoodguy
      @notverygoodguy  2 ปีที่แล้ว +1

      Great to hear! Thanks for the feedback.

  • @famisreiter4141
    @famisreiter4141 2 หลายเดือนก่อน

    Followed your procedure, but when I apply the displacement modifier, the texture disappears and leaves me with the basic mesh. Any idea how to fix?

    • @notverygoodguy
      @notverygoodguy  2 หลายเดือนก่อน

      When you mention a texture are you expecting the texture to remain as a colour texture such that you might use to make skin on a human? This technique uses the texture or even better, a displacement map to adjust the vertices on a mesh in one direction according to to the brightness of the corresponding area in the image file or texture in this case. It doesn't actually apply a texture. I hope this makes sense.

    • @famisreiter4141
      @famisreiter4141 2 หลายเดือนก่อน

      @@notverygoodguy no no I mean that the procedure doesn't affect the geometry at all!

    • @notverygoodguy
      @notverygoodguy  2 หลายเดือนก่อน

      @@famisreiter4141 Do you have enough geometry in your model? You need lots of vertices. Alternatively have you tried a different texture? Lastly, if you can provide a link to your blend file, I'd be happy to take a look to see what the issue is.

  • @wenchevaaga
    @wenchevaaga 3 ปีที่แล้ว +1

    Well done :)

  • @jessescott9704
    @jessescott9704 2 ปีที่แล้ว

    Great tutorial!

    • @notverygoodguy
      @notverygoodguy  2 ปีที่แล้ว

      Thank you very much for your feedback. I am glad if it was helpful.

  • @Madash311
    @Madash311 8 หลายเดือนก่อน

    Thanks again Mate!

    • @notverygoodguy
      @notverygoodguy  8 หลายเดือนก่อน

      Thanks for the feedback!

  • @Karen-Ka
    @Karen-Ka 9 หลายเดือนก่อน

    Amazing, thanks a lot

    • @notverygoodguy
      @notverygoodguy  9 หลายเดือนก่อน

      It's a pleasure, thank you for your comment.

  • @freddyli5356
    @freddyli5356 2 ปีที่แล้ว

    2:47 Just a little thing......
    The date you modified these texture is my birthday.

    • @notverygoodguy
      @notverygoodguy  2 ปีที่แล้ว +1

      It may be little but is still important. I wish I had known, I might have mentioned it :)

  • @arcort669
    @arcort669 2 วันที่ผ่านมา

    My computer locks up when I try to add the modifier subdivision surface :-(

    • @notverygoodguy
      @notverygoodguy  2 วันที่ผ่านมา

      The modifier can take ages if you already have a lot of vertices and an older computer without enough RAM and in extreme cases can crash.

  • @abhishekpawar3895
    @abhishekpawar3895 2 ปีที่แล้ว

    How did you go into the edit mode? I am a beginner and couldn't see any click at 5:12. Tried to deselect the edit mode for subdivision but still no changes on the object. It doesn't show the vertices and is the same like before.

    • @notverygoodguy
      @notverygoodguy  2 ปีที่แล้ว

      You are right, it doesn't show up does it. Press Tab to toggle between edit and object mode but make sure your mouse is on the main viewport window (the one that your model is displayed in) when you do. Alternatively you can select the drop down box top left of screen just under the "Edit" and "Render" menu items that probably says "Object mode" at the moment and select edit mode from there.

  • @baderuk73
    @baderuk73 2 ปีที่แล้ว

    Cheers...really good

  • @macgruber4689
    @macgruber4689 2 ปีที่แล้ว

    does the printer care about geometry (quads, ngons, tris, overlapping, insane dyntopo sculpts) at all or are there rules?

    • @notverygoodguy
      @notverygoodguy  2 ปีที่แล้ว +1

      When you export to stl for printing everything gets converted to triangles anyway so no, it doesn't matter. The model does have to be manifold and inverted faces, overlapping and other broken meshes can cause a problem.

    • @macgruber4689
      @macgruber4689 2 ปีที่แล้ว

      @@notverygoodguy ok thank you

  • @OdysseanPromise
    @OdysseanPromise 2 ปีที่แล้ว

    Whenever I do this, my model just ends up with a static-like texture. I can only seem to texture cuboid objects

    • @notverygoodguy
      @notverygoodguy  2 ปีที่แล้ว +1

      This could be just a case of getting the strength of the displacement correct. It is a very small step between looking right to looking awful. Holding shift as you adjust the strength can help. If not, provide a link to a blend file you have with the texture (remember to "File->External Data->Pack Resources" first to add the texture image to your blend file) and I can take a look at it if you like.

  • @TheAndyroo770
    @TheAndyroo770 3 ปีที่แล้ว

    Is there a blender trick to modify geometry so there are no overhangs beyond a certain angle - so it adds chamfers below windowsills for example?

    • @notverygoodguy
      @notverygoodguy  3 ปีที่แล้ว

      Sadly not. It would be very hard to do. It would need to guess which orientation you wanted to print in for a start. But what would it do with a large over hang such as an arm straight out at 90 degrees? The closest I could think of would be to select all the edges that you are concerned about and bevel them with ctrl b and mouse scroll wheel. The 3dprint add on that comes with blender can attempt to identify the problem areas at least.

    • @TheAndyroo770
      @TheAndyroo770 3 ปีที่แล้ว

      @@notverygoodguy Interesting, thanks. I will have to revisit Blender but previous visits I struggled and felt a bit overwhelmed by options! Shapr3D I get along with quite well but blender seems super powerful if you can get your head round it.

    • @notverygoodguy
      @notverygoodguy  3 ปีที่แล้ว +1

      @@TheAndyroo770 Blender does have a lot of features for sure but take it slowly and it becomes invaluable!

  • @Kittifizz1
    @Kittifizz1 ปีที่แล้ว

    When I do this on my object, it only shows the texture on the Z facing surfaces. It shows vertical lines on the X and Y surfaces. What am I doing wrong?

    • @notverygoodguy
      @notverygoodguy  ปีที่แล้ว +1

      It will do that yes. If you want to wrap the texture around your object you'll need to UV unwrap it first. I don't cover that in this video but many other people do. You have given me an idea for a new video though :)

    • @Kittifizz1
      @Kittifizz1 ปีที่แล้ว

      @@notverygoodguy thank you so much for the reply! I'll definitely check that out. And I look forward to the video! :D

  • @thefriendlyaspie7984
    @thefriendlyaspie7984 2 ปีที่แล้ว

    thanks so much for the tutorial, was really helpful ^^

    • @notverygoodguy
      @notverygoodguy  2 ปีที่แล้ว

      Great to hear and thank you so much for the feedback.

  • @richardbriggs8735
    @richardbriggs8735 7 หลายเดือนก่อน

    very informative

  • @GURU500uk
    @GURU500uk 11 หลายเดือนก่อน

    ​ @notverygoodguy i tried to do square base with this tutorial ..cant .. everything looks like fractals .. what im doping wrong?

    • @notverygoodguy
      @notverygoodguy  11 หลายเดือนก่อน

      Hard to say with the amount of info you have provided. It may be you simply have the effect strength too high.
      Is there any way you can provide more detailed info. A screen shot would be nice :)

    • @GURU500uk
      @GURU500uk 11 หลายเดือนก่อน +1

      @@notverygoodguy yes ups I thought I upload screen .. :) let fix that

    • @GURU500uk
      @GURU500uk 11 หลายเดือนก่อน

      snipboard.io/BrxIDL.jpg

  • @ThatHippyDuck
    @ThatHippyDuck ปีที่แล้ว

    hm, i tried a fabric texture but there's no displacement file to download. must just be light and diffusion maps since it's so small? well shoot...

    • @notverygoodguy
      @notverygoodguy  ปีที่แล้ว

      Try one of the others anyway. The most contrasty probably will work anyway as long as you have enough geometry in your model. It is possible to use photos so using the displacement map isn't as essential as I made out :)

    • @ThatHippyDuck
      @ThatHippyDuck ปีที่แล้ว

      @@notverygoodguy ok I got it working. Thanks for your tutorial work

    • @notverygoodguy
      @notverygoodguy  ปีที่แล้ว

      @@ThatHippyDuck Thanks for letting us know!

  • @33nbrown
    @33nbrown ปีที่แล้ว

    Anyone else not getting this to work? i follow the video but no texture is applied to the faces i picked. it just scales funny and dosnt show any texture at any scale.

    • @notverygoodguy
      @notverygoodguy  ปีที่แล้ว

      Are you using the displacement texture? Have you played with both the strength slider and the slider in the "crop" section in the texture planel? I just tried this again on the latest Blender and it still works fine. Other than that, if you can provide a link somehow to your blend file, I could take a look.

  • @energiazaragoza2965
    @energiazaragoza2965 2 ปีที่แล้ว

    Great thank you

  • @amimeebee
    @amimeebee ปีที่แล้ว

    I have been looking for exactly that kind of tutorial. I create my models in DAZ and a lot of surfaces are just plain flat, given depth by UVs (??). Any advice on how to proper thickening clothes for 3D printing on the inside ( without loosing too much detail as it does happen when one uses the solidify modifier)?

    • @notverygoodguy
      @notverygoodguy  ปีที่แล้ว +1

      I am glad it was useful for you. My next video will be about the different ways for creating clothes on human models with a view to 3d printing them though will not be out until after the new year. The solidify modifier should not remove detail though it can be a bit difficult to control what it does sometimes. It has lots of options that might help you though without seeing why you lose detail with it, it is difficult to offer a recommendation. If you can find a way to provide a .blend file I could try and have a look at it.
      I don't cover DAZ for making models in this channel even though it IS pretty good mostly because its licensing restrictions for 3d printing are a bit over the top in my view. Maybe you might consider an alternative.

    • @amimeebee
      @amimeebee ปีที่แล้ว

      @@notverygoodguy well.. i paid a good amount of money for my assets and i strongly believe its noone elses business if i print those for my own pleasure. in addition, i probably put in a ton more hours into making it printable, than the creators of most pieces have put in creating each piece.
      i agree, that commercial use and/or even publishing these models for free might be an issue. despite that, i published one of my models for xmas, for a short amount of time.
      It does print fine.. however, parts of the clothes are very thin and broke, and i got no idea (yet) how to increase the inside of boots i.e., to have them merge and not ending up with feets printed inside the boots, leaving behind resin traps.
      -because expanding along the normals does drag one side in the other out -
      and it might be doable by splitting it up in all tiny parts. and i dit with the 600+ hair-items in the later given example. as i know no other way to communicate with a youtuber but the comment section ( https REMOVE THIS ://cults3d. REMOVE THIS com/de/modell-3d/verschiedene/merry-xmas-meebeecom/de/modell-3d/verschiedene/merry-xmas-meebee )

    • @amimeebee
      @amimeebee ปีที่แล้ว

      @@notverygoodguy i only joined most of the parts and not been using a boolean. therefore you should be able to split it up in parts if i am not mistaken

    • @notverygoodguy
      @notverygoodguy  ปีที่แล้ว +1

      @@amimeebee Wow! You put a ton of work into getting that printable!! The hair alone is a masterpiece of patience! I can't imagine the time it took to support this :) There isn't much that can be done with the stl file without the original but I think you have found a problem that everybody finds when trying to adapt things made for rendering into something that can be printed but most don't have your patience.
      You already have your solution though too. It is making every individual item thick enough to print and have access for support. And make adjustments. For example the outer skirt that nearly sits on the inner skirt should really be actually be joined to it much like the corset is. It won't make any difference to the model given the size you are likely printing at but would solve all sorts of problems. I see your problem with the boots and the only solution I can see is to actually make the boots solid a little way inside. Ideally you would boolean them with the leg too. Hair usually has to be just a few objects and people usually sculpt hair or create a few curves which are then converted to mesh and merged.
      Controlling the solidify modifier when you have small details can be difficult but you can restrict the effect of it in parts of your model by using vertex groups and adjusting the factor slider but ultimately, when creating detailed clothing you should be making it thick enough before you add details like folds and creases. I do admire what you have done here because I can see the effort involved and you have apparently been successful.
      I will try and do a video of handling difficult issues with the solidify modifier in the not too distant future.

    • @amimeebee
      @amimeebee ปีที่แล้ว

      @@notverygoodguy Thank you very much for taking the time and having a look at it. Yes, merging the pieces is the plan. i just still lack the skill to do it. but the vertex group thing is a point to start at. i will dig deeper.
      regarding the patience: if you use the "try and error" learning methoid of self-educating, one needs a lot of it. i started 2 months ago. and while i put a lot of time in figuring things out already, i am not too concerned. the example is my 3rd printed model. and while getting to the first one took above one months time, the third one "only" took about a week. i am pretty sure, soon i will be able to do more complex models in lesser time and be able to concentrate more on the creative aspect of the creation than on solving the technical riddles.
      but even if not: its a journey, not a race ;)

  • @andrewstuber
    @andrewstuber 2 ปีที่แล้ว

    I'm not getting this - my disp is pixelated and not like what you did

    • @notverygoodguy
      @notverygoodguy  2 ปีที่แล้ว

      Do you have enough geometry? You need do sub-divide your model quite a bit to get enough resolution. Alternatively, it may be that your texture is really low resolution. Let us know.

  • @ViktorBludov
    @ViktorBludov 3 ปีที่แล้ว +1

    Very cool but unhelpful in the newest Blender version because this feature either has been moved or no longer exists
    I think its time to start mentioning Blender version model. They keep releasing new versions with interface changing and features shuffled. its very frustrating. as it is, Blender is a pain in the ass to master but to make matters worse they keep changing it.

    • @notverygoodguy
      @notverygoodguy  3 ปีที่แล้ว

      While I understand that it is frustrating when things get changed, the technique discussed in this video does actually work with the latest Blender (3.0.0). Can you say what issue you had. I too get annoyed with things changing (knife project works differently now for example but they rarely make big changes and if you stick with an "LTS" release, things should stay the same.

    • @OdysseanPromise
      @OdysseanPromise 2 ปีที่แล้ว

      @@notverygoodguy I don't know about Viktor, but I can't get anything other than noise when I add the displacement map

    • @notverygoodguy
      @notverygoodguy  2 ปีที่แล้ว

      @@OdysseanPromise To me this suggests either the "strength" value is too high in the displacement modifier, you don't have enough geometry or maybe even the is an issue with the texture itself.
      If you have a way of sharing your blend file I would be happy to look at it.

    • @OdysseanPromise
      @OdysseanPromise 2 ปีที่แล้ว

      @@notverygoodguy I did adjust the strength as you suggested. Even at very low (.050) strength it’s more like just a dusting of pock marks rather than cobble stones
      I tried on some very very small planes and could get it to generate but the texture doesn’t seem to repeat in any real way and just warps, even with the “repeat” option on

    • @notverygoodguy
      @notverygoodguy  2 ปีที่แล้ว

      @@OdysseanPromise Is there anyway I could look at the texture you are using?

  • @P4TRICCS
    @P4TRICCS 7 หลายเดือนก่อน

    Very good tutorial except everything i did crashed my whole pc so if it happened to make it i had to save every click...

    • @notverygoodguy
      @notverygoodguy  7 หลายเดือนก่อน

      Sorry to hear about that. I haven't heard of that happening to anyone before. DId it always crash at the same place?

  • @badmonkey91
    @badmonkey91 2 ปีที่แล้ว

    what can be done if the texture is tiny on the model?

    • @notverygoodguy
      @notverygoodguy  2 ปีที่แล้ว

      I don't think it should be. You can change the x and y crop which will stretch it. Alternatively scale down your model and then scale it back up again when you have applied your displacement modifier. I am not sure if this works as I haven't found a texture anywhere that is too small.

    • @badmonkey91
      @badmonkey91 2 ปีที่แล้ว

      nvm...i think something was corrupted with that file...I made a new one and it's fine. the first one was loading two different files

    • @notverygoodguy
      @notverygoodguy  2 ปีที่แล้ว

      @@badmonkey91 Glad you have it sorted!

  • @Tosapecore
    @Tosapecore 2 ปีที่แล้ว

    I love you, thanks

    • @notverygoodguy
      @notverygoodguy  2 ปีที่แล้ว

      Very pleased if this was useful for you!

  • @RC_Russell_Designs
    @RC_Russell_Designs 2 ปีที่แล้ว

    nice

  • @robert5770
    @robert5770 10 หลายเดือนก่อน

    What am I missing? I cant get this result.

    • @notverygoodguy
      @notverygoodguy  10 หลายเดือนก่อน +1

      It's kind of hard to say with so little information. Can you describe how what you do get or can you link to pictures of your model mesh?

    • @robert5770
      @robert5770 10 หลายเดือนก่อน

      Thank you for your reply. I get either no texture on an object or scale (strength) it up to very heavy peaks and valleys. I have created objects in blender and brought in STL's same result. I've created objects in blender and covered them with Vortices, same results. Thick, thin, short, fat objects all have the same outcome. 1 thing I wondered is are you working in meters or mm? I am in mm. @notverygoodguy

    • @robert5770
      @robert5770 10 หลายเดือนก่อน

      Also using version 4 @@notverygoodguy

    • @notverygoodguy
      @notverygoodguy  10 หลายเดือนก่อน +1

      @@robert5770 OK I hadn't tried version 4 as it doesn't work well with charmorph but I just downloaded and tried this displacement and it still seems to work and I do use mm. Try it just using the default cube. In edit mode select everything if it isn't all ready select and subdivide it to ten (you can set how many it does in the little menu thing that pops up bottom left). Then do it again but subdivide maybe to 2 or 3. Then apply a texture that has a lot of detail like the stones I used in the video. If you are getting huge valleys and peaks try adjusting the strength slowly by holding down the SHIFT button while you drag your mouse over the value. The fact that you do get this problem does suggest its working. If all else fails see if you can find a way to post a link to your blend file, I'd be interested to see what is going on.

  • @davedavem
    @davedavem ปีที่แล้ว

    Minimum trying 🤘

    • @notverygoodguy
      @notverygoodguy  ปีที่แล้ว +1

      Hope it helped!

    • @davedavem
      @davedavem ปีที่แล้ว

      @@notverygoodguy it did, thanks!

  • @davidReyGD
    @davidReyGD 2 ปีที่แล้ว

    thanks thanks thanks :)

    • @notverygoodguy
      @notverygoodguy  2 ปีที่แล้ว

      Very pleased you found it useful!

  • @jettesjettes
    @jettesjettes 2 ปีที่แล้ว

    this is not working. I think it's because of how he made his model. He has double lines around most of it. Why does he have that? He also doesn't talk about which add-ons he is using or if there are any other special settings he has. He needs to say "yes" or "no" to everything that he has going on at the start.

    • @notverygoodguy
      @notverygoodguy  2 ปีที่แล้ว +1

      The double lines are there to constrain the subdivision surface modifier. Without these the flat faces would turn into curves when using it. You can achieve the same using "mark sharp" on the edges but the "double lines" is more reliable. There are no add-ons used in this video, it is stock standard Blender. The only non-standard setting I have is that I always have "face orientation" set to on but that shouldn't make a difference here. Perhaps you could explain where it isn't working for you. Maybe I can help.

  • @michaelstraughn3465
    @michaelstraughn3465 3 หลายเดือนก่อน

    You make me want to quit

    • @notverygoodguy
      @notverygoodguy  3 หลายเดือนก่อน

      What do you want to quit?