This is the type of blender tutorials we need! I love the explanation for why and when we use each tool, you're a very underrated content creator, best wishes
Thanks, Bryan! I am vary happy to hear you think so! I haven't posted any tutorials in a very long time. It is sort of time for gathering knowledge and experience, once it is over - I will share it in new tutorials! See you then!
Thank you so much! You have no idea for how long I tried to figure out the best way for modelling Gothic window. Your tutorial made me super happy! Thank you very much again!
I really prefer to model the "curves" in edit mode with vertices, its way easier and faster, you apply a subsurf modifier then you transform the object into curve
Thank you, Magda! I definitely will! For the vaulted ceilings you also could use curves as guides for the ribs and as for the brick fill - best to create a simple arch, extrude it, exit edit mode then copy the object and rotate 90 degrees. After that use Boolean modifier with "union" to connect them. Its then a matter of removing faces that you don't need. Cheers
@@conradjustinart you such a great instructor and those tutorials don't exist elsewhere even if you don't publish videos so often they're just great , I admire your work
Neat trick! Unfortunately this doesn't work for cases where the tracery lines "blend" into each other a lot. As long as you have individual curves, you're golden with this method. But when the curves start to join and split a lot, you're in big trouble. If you have a solution for that as well, I'd be really happy if you could share it :)
In the case of blending shapes - It is very specific - for each problem there is going to be a different solution. From the top of my head I would suggest using "Bisect" and "Knife" tools to adjust topology and "Bridge Edge Loops" to connect edges. Merging can also be done using "Boolean" modifier - but it requites some topology cleanup later on. Without concrete example I can't give straight solutions! I will gladly post other tutorials on my channel but not at the moment.
@@conradjustinart Here's an example I attempted yesterday: Reference Image: ibb.co/RBF2Zcx My attempt: ibb.co/30XJD8Q As you can see, the tracery lines join and split very frequently. The curve-based approach unfortunately will not work here (I tried it). I did it by manually placing vertices along the protruding elements (the lines marked as sharp in my second image) and then doing the same for the "inner" lines which are further in the back, then connecting them up and filling in the faces. It works, but it's a lot of effort, and in many places the geometry turned out... less than ideal. Which is why I'm looking for a way to do this a bit more efficiently.
@@AlanDarkworld Sorry for very late response Alan. This is good! Improve the geometry in the center - the little niche is not flat like the one you modeled. All concave parts could use some refining - so that shading doesn't look weird. Add more sharp edges - where the apexes are. Keep up the good work!
No, no identical. UE 5 has a different rendering engine then Blender. But it can look very similar! Many factors determine how the model with a PBR texture set will look - The most important is lighting. If you lit up the model in the same way in Blender as in Ray traced game engine - the results should be almost identical.
good method but so tedious i think, lots of verts lying around ect. its messy, but maybe there is no other way for such good results without sculpting 👍
Thank you! I really don't know how to respond to that! Good magic spell is worth sharing I guess! at some point I will probably write a book on magic :)
I have a question when I try connecting it doesn't show up in my Modeling, but only in my texture paint tab. Any answer you can give would be nice. Thanks for the tutorial.
The texture doesn't show up in 3d view? Then press 'z' and choose the "look dev" which will preview the material. Hopefully it helped! It can also be chosen from the top right corner in the 3d viewport - it is a ball with checker texture on it
In a top view I added a few circles as guides, then added a bezier curve which follows those guides. Once half of the section was made I converted the bezier curve into a mesh (object/convert to/mesh) and used the Mirror modifier to make it symmetrical. Today I would do it differently ( I would just extrude a single vertex along the outline of the cross-section, without using bezier curve - sort of 'by hand'). Hope this helps!
This is the type of blender tutorials we need! I love the explanation for why and when we use each tool, you're a very underrated content creator, best wishes
Thanks, Bryan! I am vary happy to hear you think so! I haven't posted any tutorials in a very long time. It is sort of time for gathering knowledge and experience, once it is over - I will share it in new tutorials! See you then!
Thank you so much!
You have no idea for how long I tried to figure out the best way for modelling Gothic window.
Your tutorial made me super happy! Thank you very much again!
You are welcome! And vice versa: Your comment made me happy!
When extruding the curve bezier. if any watcher failed, then you have to convert to mesh first in object option --> convert --> then mesh.
I really prefer to model the "curves" in edit mode with vertices, its way easier and faster, you apply a subsurf modifier then you transform the object into curve
Thanks for the tutorial, this is exactly the kind of stuff I want to learn!
I am happy I could help you then!
This is exactly what I was looking for! Thank you so much♡
good job...looking forward for the texturing part^^
Thanks! Me too! ;)
the fact that you need to do a lot of gymnastics in order to model gothic windows in blender just shows how clunky it is
Fantastic tutorial! I bought the Gothic Island Set right away. Will you make more tutorials? I would love one on creating arched or vaulted ceilings.
Thank you, Magda! I definitely will! For the vaulted ceilings you also could use curves as guides for the ribs and as for the brick fill - best to create a simple arch, extrude it, exit edit mode then copy the object and rotate 90 degrees. After that use Boolean modifier with "union" to connect them. Its then a matter of removing faces that you don't need. Cheers
Very nice tutorial and theme. Keep going!
What ? No. I was looking on how to actually make tracery for my stain glass windows in cement.
looks nice, will try this with the curve tool in maya
:) Have a great modelling!
Thank you bro waiting for textu part 🙂
Here: :D th-cam.com/video/U26W92UqbIo/w-d-xo.html
mind blowing 🤯
Such a great tutorial, I wonder why you don’t have so many followers 🌷
Thanks! I don't use any social media apart from TH-cam and Discord... I also don't post videos very often :)
@@conradjustinart you such a great instructor and those tutorials don't exist elsewhere even if you don't publish videos so often they're just great , I admire your work
Incredible tutorial thank you
Neat trick! Unfortunately this doesn't work for cases where the tracery lines "blend" into each other a lot. As long as you have individual curves, you're golden with this method. But when the curves start to join and split a lot, you're in big trouble. If you have a solution for that as well, I'd be really happy if you could share it :)
In the case of blending shapes - It is very specific - for each problem there is going to be a different solution. From the top of my head I would suggest using "Bisect" and "Knife" tools to adjust topology and "Bridge Edge Loops" to connect edges. Merging can also be done using "Boolean" modifier - but it requites some topology cleanup later on. Without concrete example I can't give straight solutions! I will gladly post other tutorials on my channel but not at the moment.
@@conradjustinart Here's an example I attempted yesterday:
Reference Image: ibb.co/RBF2Zcx
My attempt: ibb.co/30XJD8Q
As you can see, the tracery lines join and split very frequently. The curve-based approach unfortunately will not work here (I tried it). I did it by manually placing vertices along the protruding elements (the lines marked as sharp in my second image) and then doing the same for the "inner" lines which are further in the back, then connecting them up and filling in the faces. It works, but it's a lot of effort, and in many places the geometry turned out... less than ideal. Which is why I'm looking for a way to do this a bit more efficiently.
@@AlanDarkworld Sorry for very late response Alan. This is good! Improve the geometry in the center - the little niche is not flat like the one you modeled. All concave parts could use some refining - so that shading doesn't look weird. Add more sharp edges - where the apexes are. Keep up the good work!
Amazing tutorial man, thanks! Instant sub!
:) I am very happy to hear that, Francisco!
Awesome video. !.
If you import into Unreal Engine 5 would it look identical as in Blender ?
No, no identical. UE 5 has a different rendering engine then Blender. But it can look very similar! Many factors determine how the model with a PBR texture set will look - The most important is lighting. If you lit up the model in the same way in Blender as in Ray traced game engine - the results should be almost identical.
@@conradjustinart Thank you so much for the answer :).
Awesome videos keep making them !.
Thanks you!!
good method but so tedious i think, lots of verts lying around ect. its messy, but maybe there is no other way for such good results without sculpting 👍
damn your fast in blender lol, very nice tutorial
Thanks! You can be fast too - for example rebind your hotkeys so you can press them faster with one hand.
@@conradjustinart these old fingers aren't as quick as they use to be ;)
Hello sir . Overlays options doesn't show in uv editor.
Stretching options not shown up
You're a wizard
Thank you! I really don't know how to respond to that! Good magic spell is worth sharing I guess! at some point I will probably write a book on magic :)
I have a question when I try connecting it doesn't show up in my Modeling, but only in my texture paint tab. Any answer you can give would be nice. Thanks for the tutorial.
The texture doesn't show up in 3d view? Then press 'z' and choose the "look dev" which will preview the material. Hopefully it helped! It can also be chosen from the top right corner in the 3d viewport - it is a ball with checker texture on it
hey is there anyway i can get the crosssections you have ? i didnt really understand what u did there
In a top view I added a few circles as guides, then added a bezier curve which follows those guides. Once half of the section was made I converted the bezier curve into a mesh (object/convert to/mesh) and used the Mirror modifier to make it symmetrical. Today I would do it differently ( I would just extrude a single vertex along the outline of the cross-section, without using bezier curve - sort of 'by hand'). Hope this helps!
@@conradjustinart yeah i did that but, mine didnt look as good as your's did, do you have a website that has those trims i could download it ?
@@Raku235 Don't give up! Practice and your hard work will pay off!
its much quicker to just use images as planes addon
Yes, and also you can just drag and drop the image into empty space in the 3d viewport!