What a champ you are are! It is people like you who make Blender the winner that it is. Thanks again for your help!
@glennpeterson13575 ай бұрын
Brilliant! Thanks so much😃
@Scr1pt67 ай бұрын
2:27 Best method
@letslearn88968 ай бұрын
cycle materials please
@cwidd19299 ай бұрын
no links to any of the resources?
@improvementTime10.3.1711 ай бұрын
1:00
@Андрей-ш1к8и11 ай бұрын
Hello. Thank you for the very informative lessons. My version of Blender 4.02 does not have the BlanderKIt addon like you have at 55:02. Could you please advise me what could be the problem with this?
@juanseverino565111 ай бұрын
Question? Why you guys steel using blender 2.8 and not the new version of Blender
@78amir.j11 ай бұрын
Is there a way to select two edge loop and automatically make them to have the same number of vertices or you have to always check and do it manually??
@friedrichnietzsche883 Жыл бұрын
is there a new way tıo do this
@Der_Chefschweisser Жыл бұрын
How do i subdivide those points to get more points to match the other points?You are too fast.
@Clankerton Жыл бұрын
If you are still having trouble with this, makes sure you set the origin to the 3D cursor 👍 Great tutorial!
@MrSrnildiego Жыл бұрын
Amazing video dude. You helped me too much!!
@sirchewtrain Жыл бұрын
Very effective video. Learned a lot and you saved me a ton of time with modeling. Thank You sir
@zurkio6179 Жыл бұрын
Oh my god, how did I not know about this technique? You are my hero! Thank you so so so so much for this <3
@Instant_Nerf Жыл бұрын
Absolutely amazing how powerful blende is
@NamelessAnon Жыл бұрын
At first, i was thinking..."wouldn't it be easier to begin with basic shapes to create the initial form, then fill in the details after?" ... then I saw the last method and I was just like, "why didn't you just skip those other useless methods and show this one sooner?" xD
@andysun73 Жыл бұрын
Will you be adding mesh machine to the course
@dieterkrachtus2256 Жыл бұрын
Impressive video. Btw, do you know if there is an automatic (addon) or semi-automatic way to turn an existing object into a mesh. Basically you would select an Axis and the number of "slices" and the addon would cut the existing object into slices (optimally with the same number of vertices) which you then loft together. Maybe if could also automatically set the distance between slices. If there is a lot of "change" between slices, it would add more slices, if it is just a straight tube without changes, it would just set one slice at the beginning and one slice at the end of the tube. I hope I explained it clearly?
@aimeegwen Жыл бұрын
I'm so confused. Sometimes it works, other times just nothing happens even tho i do the exact same thing its frustrating
@izaakbecker4263 Жыл бұрын
Great video, thanks!
@towerbunga Жыл бұрын
Exactly what i needed! Thank you!
@thegwolf Жыл бұрын
Damn. I have watched like 20 tutorials trying to do a proper corner at weird angles, none of them showed the mirror modifier with the empty trick which shall be my default method now (doing an architectural project with a bunch of weird wall angles on the blueprint) Thank you for sharing the knowledge!
@KenanTheFab2 жыл бұрын
Never thought of using bridge edge loops like this. I usually just used it to connect two things quickly.
@phil_creations2 жыл бұрын
Wow thank you so much, the last one is just amazing, such a simply solution. This will save me like 100 of hours lol
@damienwise15702 жыл бұрын
Uhh welcome back from hibernating I guess
@AidyBurrows3D2 жыл бұрын
haha, thanks! Just a bit of a test. :)
@yaseenandyounes3722 жыл бұрын
I don’t know what to say but thank you very very very much
@PedroGonzalez-oh8sb2 жыл бұрын
🤪
@antoyno2 жыл бұрын
thank you!
@Alex-by4zv2 жыл бұрын
a very clever way to overcome this ridiculous flaw of Blender that hasn't been improved for years. Solid like, brother.
@alexbobyr80762 жыл бұрын
Wow, that's super cool. Thank You.
@Omidion2 жыл бұрын
Damn i've stumbled upon this, i didn't look for it but DAMN i learned a few tricks, thanks !
@PraxisVisuals2 жыл бұрын
how did you make the lens flare? Any plug ins?
@kutithedirector2 жыл бұрын
just wow
@BlenderLearningChannel2 жыл бұрын
Cool technique.
@PostalPete2 жыл бұрын
Hi Aidy, have you tried the Angle Tool add-on for blender?
@phralma1000BC2 жыл бұрын
using Radeon Pro Render just for baking purpose is like 1 click process and the baking quality is just a photocopy of the actual.
@curtisnewton8952 жыл бұрын
this sucks beyond imagination...like light years away of the ease of using substance painter
@ObscureHedgehog2 жыл бұрын
MADNESS!
@juanseverino56512 жыл бұрын
I love your tutorial but would it be ok to use Blender 3.1 now instead of using Blender 2.8? would it make any difference?
@AdamJanz3D2 жыл бұрын
This is a brilliant technique, thank you, Aidy, for this detailed video! I'm also wondering if it is possible to bake *JUST the texture's normals* from a material applied to a character, *WITHOUT* baking the character mesh's normals. For example, I have a single character mesh unwrapped with stacked UVs. Different parts of a character's clothing share the same material, so those UV islands are layered and share the same texture space. The clothing's material uses a procedural texture to create a bump map. When baking the base color for this character, everything works perfect, and I get one seamless pattern in my texture atlas, despite the stacked UVs. However, when I try to bake the normal map, the character's normals are taken into account where I have physically modelled seams or pleats, and thus those unwanted details show up in the bake, breaking the seamless pattern of the texture. Is there a way of subtracting the character's normals from the texture's procedural bump map, so only the texture's normals show up in the bake (the same as if I had applied the material to a flat plane and baked the result)? Thanks so much for any advice or ideas you might have on this... 😀
@AdamJanz3D2 жыл бұрын
SOLVED!! I just want to thank the Lord Jesus Christ for showing me a wonderful solution to this issue! There are a couple of ways to deal with baking normals on stacked UVs (first make sure to combine all objects that share that material into ONE object, otherwise each island will bake and bleed separately instead of as one seamless pattern): 1. For any stacked UVs that are *ALL* identical and perfectly aligned on top of each other (ie. from a mirror modifier), you shouldn't have any issues baking the normal map by selecting your Bake Type to be "Normal" and hitting "Bake". 2. For any stacked UVs that are *NOT* identical, and their material only uses a pre-existing normal map (not a bump map), you can just Ctrl-Shift click on the Normal Map texture (with Node Wrangler addon enabled) and then select "Emit" in the bake settings and bake the normal map as non-color data. Otherwise, doing a regular "Normal Map" bake may result in seams or natural bumps in the geometry showing up. 3. For any stacked UVs that are *NOT* identical, and their material uses a bump map, you may notice some "seams" appearing in the baked image along the real UV seams. This is most noticeable along any UV island edges that have some *stretching*, and becomes VERY noticeable if your normals are not too strong (not very bumpy). You can fix this by baking a perfectly flat proxy with your material applied, rather than the stacked UVs of your real object! - In edit mode, add a plane to your object that you are trying to bake and scale it to fully encompass the width of whichever part of your object has the widest UV. - Now in the UV Editor, with your source UV selected, use the Texel Density Checker add-on to calculate the TD of the widest UV in your object. After doing so, press "Calc -> Set Value" to copy that value to be the active Texel Density. Next select your plane's UV map and press "Set my TD" to set the Texel Density of your plane to match your original object. - If the plane's UV map now becomes too small to encompass your original UV, then scale the plane's UV up again until it just covers the widest part of your original UV, and pay attention to the value you scaled it by. Now scale the plane's geometry by the same amount. This will ensure the same Texel Density you selected earlier is maintained. - Now you need to copy the plane's UV into the UV map you will be using for baking. Make sure MagicUV is enabled in the addons. Press "U" in edit mode with only your plane's geometry selected. Choose "Copy / Paste UV" > "Copy" > and select your *source* UV map. Now press "U" again and choose "Copy / Paste UV" > "Paste" > and select your *baking* UV map. In Blender 3.1 you will get a python error message, but don't worry, everything still worked, you just need to exit edit mode and re-enter. - With the plane's UV copied in, you will need to scale it to the same equivalent texel density it had before. If your baking UV is going to be using a texture atlas, there's a good chance your texel density will be lower than in your source UV. If you already had the original object's UV scaled to the right size in your baking UV map, then you can use that as a reference. Select one of your object UVs in the source UV map, measure the TD and write it down. Select your plane's UV in the source map, measure the TD and write it down. Now go to the baking UV map, select the SAME object's UV you had previously measured, measure it again, and write down the TD value. Now you only need to find the TD value for the plane to use in this baking UV map. - Find a ratio calculator online (like from calculatorsoup) and input the first two TD values you wrote down from your Source UV map (Plane TD : Object TD), then leave the next slot blank (we will be solving for the Plane's new TD) and in the last slot input the Object TD from the Baking UV map. Hit calculate and copy the answer and paste it into the Set TD box in the Texel Density Checker add-on in Blender. Now with your baking UV active, and the plane's UV selected, hit "Set my TD". Make sure the plane's UV fully encompasses the original object's UV. - Now, subdivide the plane a bunch of times (I used 30 times). Enter Face select mode, turn on "UV sync selection", and in the UV editor brush select over any faces that are not needed to fully cover the shape of the original object's UV map. Delete these faces in the 3D view. You can also add loop cuts where needed if you need to crop in tighter and avoid overlapping any existing UVs in your baking UV map. - Finally you can separate this plane from your original object (P > Separate by Selection), and then bake the normals on it into your baking UV map. When you use that baked map on your original object, the normals will show perfectly on your stacked UVs without any seams!
@elevatingimages87362 жыл бұрын
Very helpful, thank you. I have a suggestion. If you make your parts manifold before you union Boolean, it usually removes all internal geometry.
@MonsieurMolotov2 жыл бұрын
I have this video saved under a bookmark folder called "Cool Stuff" and a subfolder "SIIICCCCKKK" and its basically stuff I feel every peer should see. Thanks Aidy, this trick is amazing!
@BorisRio2 жыл бұрын
🤯
@pikachufan252 жыл бұрын
You can also do Merge at Center if you align it Propertly (but still very slow).
@AbdulAziz-cj4hg2 жыл бұрын
but what if i wanted to weld one more tube? i and i dont wanna include the first one in my next mirror modifier
@shakaama2 жыл бұрын
does this tutorial work in 3.0 at all? at 23:00 that entire section of it being raised and lowered on one side to the other just would no work for me. I repeated those entire 23 minutes over and over, with some adjustment for what i thought it looked like for nodes that had 50% changed. I adjusted to what it LOOKED like on screen. but by the time i got to the one side lowered and other side raised, nothing I did worked. I'll just pause this and wait for someone to respond.
@simondemeulenaer96532 жыл бұрын
Shortcutwizard :o Awesome tutorial, thanks!
@elian30842 жыл бұрын
As a noob struggling with modelling a cup handle, this tutorial saved me from a mental breakdown! Awesome job. Thank you! 🙏