I used to bevel destructively (and regret it after a couple steps) because I didn't know how to use bevel modifier with bevel weights! Thank you!
@AvantNovis21 сағат бұрын
Thank you
@DeGrey21 сағат бұрын
Great tutorial once again. These really highlight how to use Blender for practical applications in day to day use.
@PositronitКүн бұрын
For me you are the Bob Ross of Blender tutorials with your voice and calm narrative style. :-) I love it. You explain every step clearly and calmly. Keep it up and thank you for it!
@faustoartКүн бұрын
I really find that your tutorials, even when you are teaching stuff that I already know, are really well explained, so it reinforces the knowledge. I love your work, thank you!
@superkaboose1066Күн бұрын
The E F trick is going to be super useful!
@BryanKolbКүн бұрын
Shift+H hides all unselected geometry. Great video!
@izaradesigncomКүн бұрын
love your modeling tutorials, starting the get the hang of it 👍🏻
@heckensteiner4713Күн бұрын
The man, the myth, the Christopher 3D.
@peterwillson3322Күн бұрын
Hey mate can you please make video about texel density? how it works how it should work
@TheDude671Күн бұрын
It would be nice and very intresting because i dont know execty how to do it correctly how to scale to right size i hope so he is gonna do it someday
@gottagowork2 күн бұрын
0:30, for those anisotropic metal rings, are you bumping them or shifting the anisotropic rotation by noise? As for Chronos, keep in mind that it requires better controlled lighting as it's far less forgiving wrt blowing out highlights. Don't forget we do have a post based tone mapper as well. Maybe a tutorial, because I was never able to make good use of it. If not limiting to Blender, what other tone mappers, more local contrast adaption based, would you recommend? I'm usually happy with one click solutions like Filmic and AgX for most of what I do, despite their issues. No complaints so far. Only on a couple of occasions resorting on trying out some of Krita's G'mic local adaption filters to bring back some needed contrast.
@christopher3d475Күн бұрын
For those metal rings, I'm not using anisotropy. Instead I'm using a mix between two Principled shaders each having a different roughness. The grain is also controlling the degree of roughness.
@gottagoworkКүн бұрын
@@christopher3d475 Ok, thanks.
@kes0992 күн бұрын
Christopher I always love your tuts so I couldn't break out laughing when you said "Intensity Of Reflections", which could have the same acronym as IOR (Index of Refraction)!
@sidekick3rida2 күн бұрын
Wish I could give this 2 thumbs up
@jermesastudio3 күн бұрын
Thank you for this tutorial. It has been very helpful for my commercial projects.
@MotionFriend4 күн бұрын
Nice, I’m convinced ❤️
@AndrewRowell4 күн бұрын
Amazing!
@seasoned-pastronaut4 күн бұрын
Cool Tutorial, I had no idea about the texture space toggle, it's so handy! One thing that you can do instead of 'Shift+W' and then choosing from the menu is simply just press 'Ctrl+T' which is just quicker but does exactly the same thing.
@arresha_ar5 күн бұрын
Thank you, I learned a lot of things from this video.
@rbettsx5 күн бұрын
I thoroughly recommend adjusting your theme so the Face Orientation overlay is fully transparent front-facing, and a pleasant tint, backfacing. That way you can leave it switched on all the time while modelling, making it easier to see what you're doing, and to spot inconsistent normals straight away. I honestly don't know why the default overlay is in such vicious colours.
@Specter_11255 күн бұрын
If you press the e key when doing a loop cut, it makes the cut perfectly even to one of the two edge loops it’s in between. The f key changes which edge loop it’s parallel to. There’s no need to inset.
@christopher3d4755 күн бұрын
That's a great tip, thanks for that.
@Aiyoros5 күн бұрын
Great tutorial! I always though that we need to use quads every time, but this proves me wrong
@kohpler5 күн бұрын
Fantastic Christopher, thank you
@evenfunnierguy6 күн бұрын
This feels like an extremely over encumbered workflow. And it only works on exactly those kinds of objects: very regular, right angles, straight, flat surfaces. In other words: exactly the kind of object which is super easy to fix and change, even with a destructive workflow.
@christopher3d4755 күн бұрын
The point of this tutorial wasn't to say, here's the best way to model this particular object, but to show the potential use of these modifiers and caveats that might show up with their use. A user can make that decision for their use on a case by case basis. For this object, yes, directly modeling it without modifiers would have had less overhead.
@craigwall60716 күн бұрын
As always, love your tuts! One thing I suggest to be mindful about is when you pre-create objects there might be some parameters that your audience will miss. For instance your initial circle object had 20 vertices. That's different than Blender's 32 vertex default and was never noted in your video. So anyone following along would have been in a dilemma to follow along. You are always so good at explaining the process and I see how easy it would be to overlook scene elements created before hand. cheers!
@pieralessi74266 күн бұрын
6:50 +/- Side curve copy : Why don't use loop tools for organize the vertex?
@pieralessi74266 күн бұрын
G😯🤯D!
@eltitano16 күн бұрын
In my opinion, that's not that great. Quite the opposite: it shows how cumbersome and inflexible the "library" system in blender still is despite all the workarounds and improvements.
@MrMiguelfigueira6 күн бұрын
Just discovered the channel and in my opinion it's one of the best to learn Blender. Thank you for the effort
@iainpendery86237 күн бұрын
The thing I love about your tutorials is that you explain in-depth why you should use certain methods. This is pure gold and a refreshing change! Keep up the great vids Chris.
awesome tut as usual. btw on the theme topic: you know you can just change the viewport background color to better see wireframes right? :D you don't need to change the whole theme, you can just go to the shading little drop down and set the background as "viewport" then set the preferred color :)
@christopher3d4757 күн бұрын
Yep, that's also another great way of dealing with profile visibility. I'll probably record the next tut with that method. But overall I generally prefer the light theme, it's what I use mostly, but I get a lot of complaints when I use it.
@petebateman1437 күн бұрын
Great tutorial on the use of curves! If you want to go full nerd on why these curves types are different I highly recommend this video - kzbin.info/www/bejne/oKezgYuYpJ1qmtU
@AbyssalSoda7 күн бұрын
Yeah for me this has no effect, tried it on a blank cube that my resin material is on, resin needs SSS - doesn't come close in fact it appears to have no effect
@tejasrock8 күн бұрын
Thanks Man.
@sidekick3rida8 күн бұрын
So so good. Thank you!
@abyssaldision10648 күн бұрын
Everything became clear. thanks for the video👍
@abyssaldision10648 күн бұрын
if we want to snap something we don't need even to have snap mode on. All we need to do is drag the vertex while holding down the ctrl button.(We must have proper "Snap to" mode only)
@lee2key9 күн бұрын
Why AgX still by default in Blender 4.2?
@arresha_ar9 күн бұрын
Thank you, I learned a lot of things. this will help a lot
@Aaws4249 күн бұрын
Now i understand ❤ thanks
@elizheng81869 күн бұрын
If i'm a beginner, which video do you recommend me to watch first?
@vhaley_skillcoach9 күн бұрын
Hello Chris, thank you for the time and effort you put into each tutorial. In one of you videos you imported a model from Moi and stressed not to change I believe the normal data that is baked into the file. I use Moi just a little and PTC Creo Freestyle extensively, both allow for importing .obj files and can convert the geometry to NURBS. I’m curious to know if the vertex weighting, shading, edge data, normals, .etc settings gets baked into the export. My aim is that the geometry and shading upon import “look” the same and do not require manually reapplying these conditions.
@christopher3d4759 күн бұрын
If you're importing polygon-based data into a NURBS modeler for conversion to a NURBS surface, I doubt MOI or other similar apps will use the transported normal data. They're simply looking at the raw geometry for this conversion.
@vhaley_skillcoach8 күн бұрын
@@christopher3d475 I appreciate the reply. I'll experiment some and let you know what I discover.
@TheRayToaster9 күн бұрын
I love the Double bevel modifier trick for different parts of the mesh. I always running into bevel shading issues/ glitches! Thanks for the great video!
@christopher3d4759 күн бұрын
Yeah, the Bevel modifier has its place but it can also be finicky at times. So you have to determine its value on a case by base basis.
@Yumaja9 күн бұрын
Hey man, I got to say. I've been following you for a few months now and never got around to comment, but I wanted to say I find your videos very useful and to the point. I've been into 3D on and off for the last 6 years (mostly as a hobby, now trying to get into it professionally) and your videos really helped me cement some techniques and workflows that I feel helped me step up my game! Keep up the good work :)
@Positronit10 күн бұрын
Amazing! So many details and tips in this video. Thanks for that!
@MarcoCapelli7410 күн бұрын
I model in a traditional way from about 25 years by now and still learning. This man has way a lot to share. Keep'em coming! <3
@OparStanley100810 күн бұрын
Thank you so much for this excellent tutorial!
@nezihardaucar10 күн бұрын
Amazing explanation dude, you are a great teacher. Thank you.