14:55 For those who are using Blender 3.0 or newer versions, constraining the angle is now A instead of C. Hope this helps.
@Aetherguy-cb9bu2 жыл бұрын
You saved my life there haha Thanks!
@ognjeennn2 жыл бұрын
thank you!
@K3NZO_2 жыл бұрын
Thank you
@phuctrannguyen27432 жыл бұрын
Thank you
@lozD832 жыл бұрын
I couldn't seem to get the angle approach to line up. For me, I instead drew the line along the Z-axis by using K then Z
@Arithen3 жыл бұрын
For those that are struggling with the Boolean in Blender 2.91 (or higher), the reason your Boolean isn't cutting the base of the anvil or keeping faces is that "Fast" needs to be selected in the Solver option under the Boolean Modifier. By default the Solver option is set to "Exact," which is what is causing the issue.
@Rokuba023 жыл бұрын
Thank you for sharing, was facing this problem and thinking what I did wrong.
@mohankai73 жыл бұрын
Well hey I did the part 1 and when I did this part 2, exactly at adding a cylinder, when I select my anvil, the cylinder gets selected too and vice versa. If I delete the cylinder, my anvil also gets deleted and vice versa. I checked if it has been parented. But no! Even I did make sure that by clearing any parents made. Help me out. Though I only did that once and then I shut it down so I haven't tried twice or more. But do advice if you know the fix 🙏
@SuperWelcomeMatt3 жыл бұрын
Thank you so much!
@scissorsinacup3 жыл бұрын
Thank you! I just made the plunge from 2.79 to the newest version of Blender so I'm redoing these tutorials!
@monstrwr98843 жыл бұрын
+AND REMEMBER TO INSTALL THE 2.91 VERSION OF BLENDER _ITS NOT AUTOMATIC_
@jessart89 Жыл бұрын
16:55 To remove doubles easily in Blender 3.3.0, select your mesh with A in edit mode, then M > By Distance.
@user-ss8xf3cx8l Жыл бұрын
Thanks a lot!!
@oogabooga1374 Жыл бұрын
Thank you !!!!!
@amirnaseri879310 ай бұрын
thanks man. 👍👍
@marrexmusic966410 ай бұрын
thanl you brooo
@JJisjusttiredoflifeАй бұрын
Thanks sm 🙏🏾
@MrImadeU5 жыл бұрын
Here is a quick tip if your subdivision surface still looks like a mess: If you check under your anvil in edit mode, you can see that the bottom face has alot more than 4 vertices, that is what's causing the weirdness. To fix this you go to bottom view(ortho), use your knife tool (k) and make new vertices from the half circle to the edge of the anvil, in that way you are creating 4 vertices faces, and it fixes the issue :) Hope this helped Like this so people can see it please.
@nopens Жыл бұрын
You are a genius. Thank you.
@eloyarts423 Жыл бұрын
helpful!
@kainv.9221 Жыл бұрын
Thank U!
@UkrTrashRemix Жыл бұрын
You can actaully follow the last step of the tutorial (remove the bottom face and extrude the circle with snapping enabled (19:55) ) and that'll help too (also its easier)
@liaevans4483 Жыл бұрын
Exact issue I was having, thanks!
@clauderousseau33055 жыл бұрын
Found out a few things repeating this tut till my eyes bled... 1st Don't apply the mirroring till the very end of the tutorial. You'll avoid a lot of head scratching. 2nd make bloody sure you are in front view (Andrew dis say it's important...it is!!) when doing your knife cuts, otherwise you'll fiddle a lot correcting the vertical angles. 3rd, make sure there is no face under the anvil until the subsurf is applied, because it will still look awfull even if your flow is perfect. Close the bottom last, and all will be fine. Might be a version thing, as I did this tut using 2.80. Absolutely worth my repeating this tutorial 4 times. Learned a lot. Thanks, Andrew!!
@jonathanmeij5 жыл бұрын
thanks, I had the problem with the subdivision surface :)
@AdamWrigley4 жыл бұрын
The vertices at the bottom of the feet of the anvil are sharp. The model seems to have put the edges right at those vertices instead of in the general area that the subsurf mod does. I don't know what I'm doing wrong.
@5calambres4 жыл бұрын
Gosh, deleting the bottom face was the problem solver!! Thanks
@quinnpeterson38024 жыл бұрын
Awesome suggestions! I never removed the bottom faces and doing that saved me. I was wondering why subsurf wasnt working. Appreciate it!
@DearDoctorChicken3 жыл бұрын
Awesome suggestion with the bottom of the angle, it helped the subsurface look on point!
@drew95994 жыл бұрын
At 5:05 I was having trouble but I figured it out. In newer versions of Blender, you have to go to the "Viewport Display" section in the object settings and then in the "Display As" dropdown select Wire. Hope this helps!
@mintminded4 жыл бұрын
Many thanks
@Nikzone2_4 жыл бұрын
thx
@anthonyjj894 жыл бұрын
Thanks
@Ifefr3 жыл бұрын
Thanks a lot
@ml85613 жыл бұрын
Epic
@thevictormanso5 жыл бұрын
It took me three attempts watching this part of the tutorial before I realized I had the bottom face active which was making my subsurf modifier look as if the cleaning of the vertices had not worked at all. On the third try I figured out that maybe that face was being an issue and then looking closely I realized that Guru had no face at the bottom throughout the tutorial and it was empty. I don't know if I did something at the beginning which caused that to remain or maybe my settings are different. Either way, I figured it out, so... Victory!
@matteobecucci77335 жыл бұрын
exact same problem. thanks a lot!
@dokuo96193 жыл бұрын
thank you man
@bereketgm11363 жыл бұрын
thank you
@hamzaatifi47223 жыл бұрын
thank's for sharing! i knew somehow that the bottom face that not have the four vertices rule but I could not check if he had removed it so headache and more headache until I saw your comment ;)
@thariantheone3 жыл бұрын
Same problem! Thank you!
@PaoYong5 жыл бұрын
For Blender 2.8, at 16:50, remove doubles is changed to Mesh -> Clean Up -> Merge by Distance
@oguztuzgen26865 жыл бұрын
alt + m > b is the shortcut for a good measure
@luis28644 жыл бұрын
Thanks a lot! =)
@xianliu65874 жыл бұрын
Thanks a lot
@BigBladeFan4 жыл бұрын
Thank you!
@AdhityaMamallan4 жыл бұрын
Alternatively, selecting the edge and dissolving it (X -> dissolve edges) works too.
@luneuart2 жыл бұрын
19:15 for those who get sharp pointy edges somewhere when applying the subsurf modifier, try 1. first remove the face at the bottom, then applying the subsurf 2. change the order of the modifiers ( first subsurf, then mirror) that worked for me
@user-vs1mn8ig8w2 жыл бұрын
dude, i had start over twice and i did not found the reason why. this just instantly fix the issue, thanks!
@judekolawole73542 жыл бұрын
Thanks broo
@andrewkeepsrunning2 жыл бұрын
This is what I needed. Thank you! Can somebody explain to me why this works?
@forbiddenweeb7483 Жыл бұрын
I love you
@kryu1808 Жыл бұрын
YO thank you so much, i was getting weird artifacts when i applied the subsurf, it was caused by the face in between the mirrored side. deleted that and fixed it.
@johncastle23652 жыл бұрын
After almost 5 years into modeling, I came back to re-watch this tutorial. A brief and concise nostalgia in which I first started to learn 3D modeling. The shadow of the past given by a shade of light, the beginning of everything. A joyous part of myself saying, "Look how much we've travelled across the path of learning." If the complexity of things ever got out of hand. Take a step back and take a good view of where you once were before.
@JohnParavantis6 жыл бұрын
Tip: At 5:00 of the video, when Andrew shows how to set the maximum draw of the cylinder at wire, we have to select the Carve (not the BMesh) boolean setting in the modifier, to be able to see the nice section of the anvil, as we move the cylinder around.
@erly2306 жыл бұрын
Thank you!
@bibbisbibbis6 жыл бұрын
Thanks :)
@mattbartley6 жыл бұрын
Thanks for this! It was driving me crazy!
@blithz69866 жыл бұрын
Hi i dont get how he did it i tryed like 14 times.... First when mu cylinder is target after modifier yeah my anvil "disapear" like we can see on the tutorial but when i pass in wire-mode for my cylinder i don't have the anvil cut form inside .. then when i pass in "difference" it's seems ok but just after when i go change "textured" to "wire" it show the cylinder and not the anvil with the form... and if i move a bit the cylinder its like all my previous actions are erased ( the booleen ) ... quit annoying (╯°□°)╯︵ ┻━┻ thanks, if you have any idea :> i'll appreciat
@Torq_996 жыл бұрын
U ARE MY HERO
@daka47403 жыл бұрын
If you mess up at 18:00 and have a small gap between the vertex and the line instead of the triangle Andrew has, you can fix it by 1)Make a loop cut around the top of the anvil(same as what Andrew did) 2) Grab the vertex at the top of your Boolean first, then the vertex made by the loop cut that is closest to the Boolean 3)Press M(changed from alt M to just M) and select Merge at last I actually think this method is easier than having to delete faces and remake them, but Andrew might have done it that way so we actually learn how to delete and remake faces
@lazy99433 жыл бұрын
was struggling with this one too! but I found an easier way: First, Select the two vertices and press F on your keyboard to connect them. and then last step, double tap G to put the other vertex on the other vertex and then now you can emerge them (which is pressing M and by distance)
@littlesachara29272 жыл бұрын
Thanks! this helped me a lot!
@reallydarren2 жыл бұрын
you're a frickin hero
@aymenterea2 жыл бұрын
Life saver, Thank you so much
@doidoy4557 Жыл бұрын
ty
@AlesAlex4 жыл бұрын
8:43 If after using the boolean operator you are getting a hole and no faces that is due to not having your mesh closed after splitting it in two. You have to select all the edges or vertex that remains open after deleting one half of the anvil and then press F to fill that hole with a face. Then the boolean difference should create additional faces. You can delete this extra internal face after applying the boolean difference (I'm using Blender 2.83)
@andresk18773 жыл бұрын
MVP
3 жыл бұрын
scrolling by the "sort by new" to find this. perfect. works in 2.9 also.
@Finrii3 жыл бұрын
@ I am getting a hole and face that arent anywhere near where they are supposed to be (where the original box was)
@Finrii3 жыл бұрын
to clarify, on the wireframe, the edges are there but no vertices are attached and you cannot interact with them.
3 жыл бұрын
@@Finrii sorry I’m unsure as to where you mean you’re getting a hole? As in at the bottom of the anvil?
@PezUnion20044 жыл бұрын
Just want to say thank you to everyone who had left translation comments from 2.7 to 2.8. Y'all really saved me a lot of time!
@tijaplace92286 жыл бұрын
For those who STRUGGLE with BOOLEAN bug! I had a hard time myself, but because i rewatch all these series i know about removing doubles. So the problem why the cylinder doesn't cut out might be because the anvil has bad geometry and the boolean operation is confused. Therefore in edit mode select (A)ll of the anvil and (W) remove doubles! Then again in object mode try again making cylinder and cutting the anvil.
@J0onAa5 жыл бұрын
Worked, thanks a lot!
@tijaplace92285 жыл бұрын
+Jona Wetter happy to know I helped
@vitdohnalek37835 жыл бұрын
Thank you kind sir!
@felszemu5 жыл бұрын
that worked! Amazing. i was in the phase of geting frustrated, but it's fixed for a while. Thank you!
@tijaplace92285 жыл бұрын
+Csaba Gy. Woaw, couldn't imagine that my comment could help so many. Happy to help. Your answer reminds me to start again learning blender!
@RocketDragons5 жыл бұрын
This video taught me that if you add an object in *Edit Mode* instead of *Object Mode*, it actually makes the new mesh part of the currently selected mesh. I don't really need my cylinder to be part of my anvil structure, but it was an awesome discovery!
@laurentiuganta62887 жыл бұрын
10:07 : Game Engines use triangles because it's "easier" to draw something made up of triangles: "every object can be split into triangles but a triangle cannot be split into anything else than a triangle". Using quads would create additional things to deal with.
@Lattamonsteri7 жыл бұрын
Laur CleverEdge and in the end even blender creates temporary triangles when it renders an image since triangles are rigid and precise and allow for accurate shading. But quads are kept for modelling purposes and phew ain't that a good thing :D
@Sylfa7 жыл бұрын
If all 4 vertices are in the same plane it would have been fine (older OpenGL had support for it even) but as soon as one of those vertices moves out of alignment you have to split it into 2 triangles, and do so in the correct manner. None of which is terribly hard, but if your trying to get the most out of your GPU for a game then it would be a waste to force the GPU to check all those quads (since it would have to check every quad, not just the ones that are broken). Much easier solution. Use triangles. All vertices of a triangle are guaranteed to be coplanar. So they dropped the support for it, if you want to model with quads you can convert the quads to triangles before rendering and deal with the headache yourself during development, most likely while exporting the model to the game engine.
@Lattamonsteri7 жыл бұрын
But a computer doesn't know if the vertices are aligned unless it splits the quad into 2 triangles and calculates if the triangles have the same normal :P So triangles are still needed.
@Anom76417 жыл бұрын
oh my gosh thanks for that info dude it spared me the trouble of an extensive research on Google but at least I know when to us tris or quads in models
@Lattamonsteri7 жыл бұрын
I'd say you should always use quads when modelling. Converting to tris can be done when you export if the game engine can't use quads. But Unity and Unreal can interpret them at least. :)
@jaatrader3 жыл бұрын
im fighting depression, been on blender since a month, decent progress, just wanted to thank you Andrew from the bottom of my heart.... for... you know, everything.
@flowtee22072 жыл бұрын
For the boolean cleanup, instead of edge sliding and removing doubles (merge by distance), you can just hit "X" -> dissolve edges. Also for 18:30, you can select both vertices and hit "J" to join them instead of deleting the face and refilling. I'm on Blender 3.0 btw
@Michael-gh9xr2 жыл бұрын
If you're using blender 3.0, there are a few subtle, yet important changes that I had to make - some of which are repeated below. To remove double edges, be in vertex select (1) then right click, then merge vertices, then by distance. When you come to apply a subdivision I had to delete the bottom face, underneath the anvil.
@BeaR-jh3vl Жыл бұрын
Damn, thank you. I wondered why my base of the anvil broke apart after aplying subdiv on it. Cheers Man!
@awe92172 жыл бұрын
for those who are struggling at the VERY end: make sure you properly cancel an extrude- if not, the vertices will end up stacking. i think that's what caused my anvil to have a weird pointy edge at the end. if you do end up having some additional vertices thanks to extrudes, delete the bottom faces that you made, select your entire mesh and merge the vertices. then, extrude in the Y axis again, make the faces again and we're done!
@jarrzh2 жыл бұрын
Ran into this and your comment helped! Thanks so much
@Nirvexis811 Жыл бұрын
I LOVE U ! THE COMMENT IM LOOKING FOR
@user-gv9hd2fi5h11 ай бұрын
Thank you!
@youtubeisapublisher64072 жыл бұрын
For Blender 3.1.2, just bellow your viewport shading options there's an automatic mirror function, by activating X and Y mirroring you can perform all of the cut and duplicate removals at once, saving yourself some steps. Keep in mind this will only work if your anvil is still centered.
@Umar-nl3ny3 жыл бұрын
for the people who after using the "knief Tool" have a weird shape after applying the modifier, you gotta do the same from underneath the object, you gonna make every face has 4 vertexes
@noneofdis3072 жыл бұрын
I love you. I was losing my mind.
@MazenKKasem2 жыл бұрын
Thanks a lot, saved me a lot of time scratching my head lol.
@CrystalsTake2 жыл бұрын
I had to repeat this part three times. Finally moving on to part 3!
@smithwillnot7 жыл бұрын
Here's tip: get addon called "Bool Tool". It simplifies Boolean operations and makes them much quicker. Plus it automatically changes "Maximum Draw Type" for appropriate objects...
@aymanraouf18204 жыл бұрын
Can you elaborate on this please?
@andrewmellor42397 жыл бұрын
18:32 "Here's a gecko in the roof" On a serious note: Thank you Mr. Guru! I've made hundreds of models in efficiently. Oblivious to the genius of the knife tool and boolean operation.
@WhistaphX7 жыл бұрын
His face was so fun. xD
@marazdrazil7 жыл бұрын
Hi Andrew, amazing work, i felt in love with blender 8 month ago thanks to you! :) I have just two comments: Using "dissolve" might help you to get rid of unnecesarry vertices/edges/faces by pressing CTRL+X while you are in vertex/edge/face selecting mode :) The second minor improvement - at 18:30, after merging those three vertices - instead of deleting the big N-gon and making two halfsize quads - just select the two vertices and pres "J", it will make an adge on existing face and split the N-gon automatically :)) It even works around the corner (finds the shortest way between two vetices and make edge between them) and you can also cut another edge! No more subdividing edges in order to obtain a vertex to connect something :D On the other hand: thanks to Boolean explanation! :D Love your work :)
@ndkhanhs-m01 Жыл бұрын
16:20 in Blender 3.4 1. To Remove double esasly, Mesh -> Merge -> by Distance 2. if you try " 1 " but not work, make sure you select all (press A to select all) and try " 1 " again
@rizkhiarzaki861911 ай бұрын
this one
@rizkhiarzaki861911 ай бұрын
works on blender 3.6 thx
@davidmansson74993 жыл бұрын
If the outer edges of the mesh-bottom look sharp and not round like Andrew's after you've applied the subsurf, try doing the "remove doubles" step again by 1: in edit mode select your entire mesh using a. 2: go to mesh > merge > by distance.
@lazy99433 жыл бұрын
for everyone struggling at 16:13 in Blender 2.91, right click and select "Merge Vertices" then By "distance" or u can just press M on ur keyboard and select it there
@rizkhiarzaki861911 ай бұрын
doesnt work on blender 3.0
@jonathanwinters38485 жыл бұрын
For those that still have the Starlacc pit at the base, go underneath the anvil and for each edge in the cutout create an edge underneath so that you can turn the base from an N-gon into a series of quads
@taahirsheik79182 жыл бұрын
could you give a more in depth explanation on how to do so?
@despise92552 жыл бұрын
@@taahirsheik7918 Not the OP and I'm a beginner as well so take my advice with a grain of salt. The way that I applied his advice was by removing the face on the bottom of the anvil. Before you continue, turn on Snap during transform and snap to vertices. Then grab a vertice on the bottom wall of the anvil and press e to extrude. Lock it to whichever axis works best for you, in my case it was the y axis. Extrude and snap to a vertice to form a quad. Then select each of the four vertices by holding shift and clicking each one, and then press F to create a face. Then I went to the next vertice and repeated this process down the entire length of the anvil until I had 10 total faces on the bottom of my anvil, each of which was a quad. Once I applied my subsurface modifier it looked a lot cleaner and not like the pit you mentioned.
@hplovecraftmacncheese2 жыл бұрын
I solved the problem by doing Andrew's extrude operation on the bottom before I added the subsurf modifier. I don't know if this is easier than your suggestion, but it was relatively easy for me (a beginner).
@zenniththefolf48884 жыл бұрын
"fun stuff like modeling guns" You read my mind. That's exactly why I want to learn to model in blender lmao.
@goofybri89496 жыл бұрын
Thank God we have dedicated people like you that don't mind sharing what they've learned with others. I always wanted to work with Blender but it has such a steep learning curve I backed away from it until now.
@kgkreshnan2 жыл бұрын
This tutorial was fantastic. Understood a lot about booleans now.
@leofisher12807 жыл бұрын
Quick note, what you did around 18:30 ish, you could do easier by selecting the two vertices and hitting J. This is like pressing F but cut through the face.
@namansoood7 жыл бұрын
He is looking to the roof...
@SylwesterYT6 жыл бұрын
Without context "cutting through the face" would be a very unsatisfying thing.
@Allupertti6 жыл бұрын
Youre a life saver thanks
@adityabhatnagar34433 жыл бұрын
Thank you so much everyone who helped others through comments . From bottom of my heart , I wouldn't have completed this part if it wasn't for you all .
@Wildash4 жыл бұрын
19:58 “Let’s fix the bottom!” Me: ugh, my anvil already has a bottom... Also me: deletes bottom to follow guru’s instructions to avoid any chances of going off track
@rodrigoromeu27894 жыл бұрын
Didnt delete the bottom at mine and got problems with the subsurface modifier because it wasnt a 4 point face. Spent almost one hour trying to find the solution
@cldyclothing72573 жыл бұрын
@@rodrigoromeu2789 underrated comment
@smartestidiot25413 жыл бұрын
any theory on why this is so? why his anvil didn't have a bottom?
@rickychristian1369 Жыл бұрын
Mine already had a bottom to, which messes up the subsurf because (if you look at the bottom view), there is just one big face with more that 4 vertices. Just align your view to bottom view and make the same kind of knife cuts along the bottom to split it up into a bunch of faces, all with 4 vertices.
@rickychristian1369 Жыл бұрын
@@smartestidiot2541 im guessing because he was using an older version of blender than most people watching at this point, which just does it like that automatically? I could be totally wrong though.
@ChanSiewWei Жыл бұрын
A few years back when I was new to blender, this tutorial was difficult. Now I know a little more about blender, know a little about modifier, know a little about boolean, this tutorial connect all the pieces.
@falloebasta3 жыл бұрын
16:50 - for those have Blender 2.92 - to merge the vertices you have to be in the "Vertex Selection" (clicking on 1), than can click RMB (right mouse botton) and select "Merge Vertices", "By Distance". Or simply click M and again "By Distance". Incredible how useful has been this tutorial, great Andrew! ps: I've just discovered that in the Properties bar (N), under "Options" you can flag "Auto Merge", and it will automatically merge vertices moved to the same location ;)
@andruw50757 жыл бұрын
I did everything but I still have a starlacc pit. Can anybody help me?
@instantentertainment93517 жыл бұрын
Same here
@instantentertainment93517 жыл бұрын
Update: I deleted the base of the anvil and it fixed it. I think he might have deleted his too. Thing is, the anvil looks ugly without a bottom now...
@instantentertainment93517 жыл бұрын
Haha Update 2: Yeah he deleted his base too, later in the tutorial he fixes that though.
@andruw50757 жыл бұрын
Thanks a lot. :)
@litzzer54317 жыл бұрын
When did he remove the bottom face?
@Bartskol5 жыл бұрын
Remove doubles is now moved to "Mesh>CleanUp>Merge by distance"
@dlastriv15 жыл бұрын
thanks . I stopped in that part trying to find the remove doubles in the preference
@kojifrahm50223 жыл бұрын
In Blender 2.92 -- if you're having trouble getting a hollow cut after mirroring a solid cut, what worked for me was APPLYING the Boolean before adding the Mirror modifier. I'm not done with the tutorial so this may bite me later, but at least I now have the cut-outs with faces inside. I didn't need to make new faces or delete the bottom as prior comments suggested.
@iemnikk3 жыл бұрын
thanks man that really helped!
@zhafrishafiq Жыл бұрын
thanks this helped!
@sasyscarborough2 жыл бұрын
I love the anvil even more than the doughnut, it makes so much sense why you teach it, the amount of things you learn in this series are fantastic, thank you so much.
@pppgggr3 ай бұрын
BOO-LEEN! As a software engineer, I love that pronunciation of boolean. This tutorial is ancient, though, so I'm sure you've been corrected hundreds of times over.
@YousifPhotoshopTutorials7 жыл бұрын
why not to use desolve lines instate of remove doubles
@frame76films3 жыл бұрын
Literally what i was about to comment 😁👍
@ricardoreis72983 жыл бұрын
Did you found out a good answer? I'm doing the tutorial and the dissolve option seems a little faster...
@ariesreaper87593 жыл бұрын
@@ricardoreis7298 seemed to screw up mine :/
@kalomaze19123 жыл бұрын
@@ricardoreis7298 I went into edit mode, edge select, and then dissolved the edge and it worked out well.
@AltimaNEO3 жыл бұрын
Yeah, thats what I did. Seemed to be a lot less fiddly and faster! Though his method did introduce me to the magic of GG
@seppoday6 жыл бұрын
Dunno if it will help someone or not but: If u have problems with boolean. First of all, there is no longer "solver" options. Blender decided to keep only one solver, so they deleted that option. Second thing, start modeling anvil with cube not plane. Dunno why (I am beginner) I couldn't perform boolean operation on anvil that started with plane, but with cube no problem. It is probably because it is way easier to do something bad with geometry when you start with plane. So: Start with cube and there is no solver option available anymore. Hope it helps. Cheers!
@BenjaminPPE6 жыл бұрын
Thank you!!!
@fandlpetroleum4 жыл бұрын
A year late to comment so things may have changed, but even rebuilding from a cube boolean does nothing for me when applied. I can see in x-ray mode that it's cut the curve out, but in object mode the anvil is still entirely intact.
@Saganist4205 жыл бұрын
You can say whatever the heck you want about Blender guru but for sure you cannot say this guy is not well hydrated
@faufaufau5 жыл бұрын
*LET ME GET A DRINK*
@iplayminecraft22486 ай бұрын
My first project that I did with blender after the donut tutorial was creating a packet of marinara sauce for a smaller youtuber whose content I liked. The marinara packet was made with a cylinder subtracted from another cylinder and then I screwed up the lighting and had one single light source increase render time per frame from 12 seconds to 2 minutes and 12 seconds, which I thought was coming from the fact that I used very many subdivisions on the marinara lid to make it smoothly open like it should in real life. Overall a great learning experience, and I was quite proud of it since I created the model in just 3 hours and I'm not very good at art stuff. Blender just makes everything look great!
@heartcorekiller2 жыл бұрын
If anyone else is just beginning this tutorial in 2021 like me....most of the answers are below in comments but one step to the solution was buried, but it worked for me. Select the anvil in object mode, enter edit mode and select the 4 vertices at the bottom. Then hit "F" to create a plane so your anvil isn't "open" at the bottom. Then do everything as stated in the video. When you switch to object mode your anvil will have the boolean cut shown. Cheers! Edit: I had some issues when applying a subsurf after the fixing the vertices around 18:00. The bottom face was trying to join in the fun of the subsurf and messing things up. I deleted the bottom face and that fixed the issue.
@josegabrielhernandez23092 жыл бұрын
why would you create a face at the bottom of the mesh in the first place though
@heartcorekiller2 жыл бұрын
@@josegabrielhernandez2309 just because it was messing up the subsurface modifier for me. Probably because my mesh isn't clean or good since I'm new. Also, he adds a face to the bottom later anyway.
@ffzielsko68443 жыл бұрын
For those who still have a weird ass form after applying the subsurface division and fixed the vertices, make sure your anvil doesn't have a one face bottom. Mine had one and it worked when i deleted it
@lord.vincent3 жыл бұрын
OMG THANK YOU! I WAS SO LOST
@jg22832 жыл бұрын
This did it for me
@jonesnoh1607 жыл бұрын
To clarify, the model has no base? I followed the tutorial, and when I went to subsurf, it still looked really bad, as if I still had n-gons. I took my problem to blender stack exchange, where I learned that the solution was to delete the base face, which worked wonders. However, I knew I'd followed the tutorial closely, but you didn't run into the same issue, so I couldn't help feeling like I was missing something. So, upon re watching this video, is it true that the base gets deleted at 12:12 when you show how you used to fix the n-gons? If this is true, would there be a way to create an item with a base, so it can be observed from all sides?
@fabiolaromero78886 жыл бұрын
This helped me too, thanks.
@SmahamS6 жыл бұрын
My solution for keepin the base was to simply do what he did at the top - replace the single face with multiples that become part of the flow by creating new edges with the knife tool. After that you still need to add two more lines on each side of the base (with Ctrl+R) so the anvil doesn't curve at the foundation, looks rather silly that way. - Or you could just do what he does at the end and extend edges to create a new bottom face, which is way less work
@FranziskaHaaf5 жыл бұрын
I'm pretty glad I found your comment, because I had the same problem... Thanks!
@sora_dev5 жыл бұрын
thanks man, your comment saved my time!! even i was getting a vertex at the center of the curve outside the model which was visible in "face" mode only... so basically the easy fix is : delete the base face and then turn on sub-surf modifier... this did the trick for me :)
@FunnyBunnyHelena5 жыл бұрын
I knived my bottom to solve my problem, until I realized he did not have any base!
@kyrella_xyz4 жыл бұрын
7:42 delete half to mirror, I don't know if that is a new feature in blender 2.8 but it is possible to get the same result with bisect/flip on the same axis (Y) in the mirror modifier settings
@michaelgarcia893 Жыл бұрын
Oh my God. I had such a hard time getting it clean so that the sub surf would look great. I was ready to throw myself under a bus. Now I got it to work and I am moving on. If this were a puzzle, it would be one of those 10,000 piece puzzles. Your vid is great. It's just tha the old brain is slowing down a bit.
@brunoviana32153 жыл бұрын
Trouble with Boolean operation in Blender 2.92: After applying the Boolean modifier, the operation would be performed, but a mesh of the cylinder would get stuck to the mesh of the cube (I tried different operations to make sure I wasn’t using the wrong one, but the problem persisted). Solving the problem: In the Edit menu, go to “ Add on “ and search for “ Object: Bool Tool “ and instal it by checking the box. Then, position your cylinder and cube as desired, select first the cube and then the cylinder and press CTRL + SHIFT + B, choose the Difference operation and this should work. No idea why the Boolean modifier did not work, however. Just glad I found another way around it.
@tvineeth65823 жыл бұрын
Tnx
@aleksandars92545 жыл бұрын
If u doing this in Blender .2.8 and u have to remove doubles, go top bar Mesh > Clean Up > Merge by distance (this is the same thing just renamed)
@aleksandars92545 жыл бұрын
@Lucas Laborne your welcome brother.
@filipex20005 жыл бұрын
"We are artists and we are lazy and it is good to be lazy" my favourite part!
@NilsB3D6 жыл бұрын
Awesome face when the gecko was walking in the ceiling . HEHEHE
@SpieleSuchti8942 жыл бұрын
wow, both how the cut looks with subdivision now and the genius way to complete the bottom are making me feel like a wizard
@marcusbezerra89467 жыл бұрын
Hi. I'm kind of new to Blender, and your tutorials have helped a great amount for someone trying to get their feet wet in the industry. In other words.... your Beginner Tutorials are really well tuned for beginners. They're easy to follow along with and just fun to watch. I noticed that there aren't any subtitles in English for this series yet, and while it seems KZbin goes ahead and gives me the ability to add subtitles to it, I'm still going to go ahead and ask for your permission. I'd like to help to make sure that everyone can properly understand your message, since auto-generated subtitles aren't always the most reliable.
@Drstrange30007 жыл бұрын
Tht's a great idea!
@TheHumanoverrated4 жыл бұрын
If Boolean doesn't work 4:20(Blender 2.82, more in comments): 1) Select Anvil in "Object mode"; 2) Select all(A); 3) M; 4) In dropped menu select "By Distance". 5) Delete bottom face(Andrew forgot to explain this action). It will be fixed at the end of video.
@Cedrek4 жыл бұрын
thanks
@estreiher99954 жыл бұрын
Thanks a lot mate, you've saved my day. I don't understand why it worked while previous option did not but I'm glad it did :)
@gargenall81614 жыл бұрын
no drop down menu appears. (im in Blender 2.83)
@Cedrek4 жыл бұрын
@@gargenall8161 yep they changed from alt +M to M
@Cedrek4 жыл бұрын
@@gargenall8161 just try M and i will pop up the menu
@NikaZautashvili_aka_NikVili7 жыл бұрын
You can use spacebar instead of Enter to confirm knife operations.
@HarryMcKenzieTV2 жыл бұрын
guys "W" doesn't work in Blender 2.93, 3.0, 3.1. it changes cursor to circle tool. just press "a" to select all then "m" -> merge by distance
@akashthesky336610 ай бұрын
Thanks, was searching for that, btw how we can open that tab which he opened it by "w"? Or is it removed from blender?
@HarryMcKenzieTV10 ай бұрын
@@akashthesky3366 theres no tab for that. when in edit mode, go to menu "Mesh" then Clean Up > Merge By Distance.
@akashthesky336610 ай бұрын
@@HarryMcKenzieTV oh ok
@g0balot3 жыл бұрын
Coming back to this two years after struggling with this tutorial, I now see how good it was!
@michaeldavidrubin88236 жыл бұрын
Very welcome stuff for newbie - especially "unlearning" traditional architectural design via other programs, in order to make best use of Blender. Interesting, clear, designer-friendly.
@dixie_rekd96017 жыл бұрын
Nice. ... booleans have come a long way.... I remember earlier versions (before bmesh and ngons) where a boolean would pooch screw your mesh completely.... you couldn't even cut cube holes in a cube "wall"
@gigedi98882 жыл бұрын
in blender 3.2 its not C but A (about 17:00)
@rajooram7 жыл бұрын
I couldnt do that boolean thing. It wouldnt make that shape for me but after i changed the solver frome Bmesh to carve it worked.
@Karelmeester6 жыл бұрын
had the same problem, thanks!
@Jankelele6 жыл бұрын
Woah! Man, you saves ma anvil, couldn't work around it. I wonder what's the cause of it since it works for others with BMesh properly.
@ruebytuesday6 жыл бұрын
I was having this issue. Thanks for finding the solution.
@ruebytuesday6 жыл бұрын
I saw his worked just fine with BMesh as well. Very confusing.
@w302ful6 жыл бұрын
same for me thanks
@LeonardoGonzalez-xc4hz3 жыл бұрын
Remove Double for Blender 2.93 (quick version) Select all the mess>press key M> merge by distace hope it was useful :D
@nisimjoseph4 жыл бұрын
The TIP you gave which Blender Love rectangular polygons is AMAZING! it actually solve so many issues I had until now. Thank you!
@ValMephora3 жыл бұрын
For the ones who are stuck at removing the doubles, you need to press M and then choose "Merge by distance"
@beytullahberk36323 жыл бұрын
doesn't work for some reason edit: selecting all before merging solved it thanks :)
@ValMephora3 жыл бұрын
@@beytullahberk3632 yeah, probably should have mentioned that
@beytullahberk36323 жыл бұрын
@@ValMephora he actually mentions it in the video lol i was just listening poorly
@liamsmuseum10085 жыл бұрын
Help! When I mirrored my anvil with the boolean and deleted half of the vertices as shown, it left me with a gap in the middle of my anvil!
@adityabhatnagar34433 жыл бұрын
I followed @Spos S advice in the above comments " What worked for me was removing the mirror modifier, and making the mesh "watertight" by adding a face to the back after deleting half the Anvil for mirroring. Select all the vertices around the faceless side and hit F. I had deleted the bottom face so I added that back in too, and then the Boolean op left the faces in. "
@VeloFX7 жыл бұрын
18:31 if u wanna make a cut trough a face to connect 2 verts.Just select the 2 verts and press j.
@aaaaabarta7 жыл бұрын
Only knife can cut plane if vertices don't lie in one surface. J only connect vertices without cutting face in that specific situation. Yes VeloFX, when all vertices lie in one surface J cut and and connect vertices.
@VeloFX7 жыл бұрын
aaaaabarta wrong it wil cut it in half. If your argument would be right then would be 'f' to connect obsolete. Plz dont spread wrong information
@dreambadger Жыл бұрын
For the knife cut, I just pressed K then Z to lock in the Zdirection and did my cuts downwards, the same as if I was moving, scaling or rotating. Seemed to work. Then I did the g, g, trick to slide edges. Combined with XY mirror turned on in the view port, it only took about 45 seconds to fix both sides of the anvil after using the cylinder to cut out the shape with Boolean. *It took me about 15 minutes of rewatching the tutorial and practicing first though, but it felt like progress and that I understood what was happening more.
@hellfrozen3678 Жыл бұрын
I Swear Andrew is the best tutorial person I have ever seen,I don't need to follow along his tutorial I need to watch it once and it's stuck in my head forever
@greenleaf82997 жыл бұрын
I am more exited for part 3 than Game of Thrones!
@paolinsky_minis Жыл бұрын
If you are following this tutorial on blender 3.5 and want to do the layer thing, now it is called view layer. (8:15) Select your objects, press M, create a new collection, now in the outliner (Top right) you will see that your objects are inside a new follder with the name you used for your collection, right click that folder, go to view layer, and click Disable from view layer. Or just select it and press E. Now you need a new view layer, on top of the Outliner there is a drop down that says View Layer, click the icon with two paper sheets to create a new view layer. You can select it and everything is going to be visible on that layer. (You can hide collections in there with E at any moment)
@isaacjohnson4123 Жыл бұрын
Thank you! What is the purpose of these layers though? Why not just use a collection?
@keplar7243 Жыл бұрын
appreciate it
@kattakesabreak Жыл бұрын
Thank you!
@sinsinsinat53779 ай бұрын
thanks
@MasterTeeee5 жыл бұрын
I find Boolean is a little misleading for this functionality. Boolean (named after the Mathematician George Boole - en.wikipedia.org/wiki/George_Boole ), is used to express logic in algebra... What this is, is set theory - en.wikipedia.org/wiki/Set_theory - Which sets out the rules for unions, differences, etc. From a technical (read computer science / software engineering) standpoint, you could argue that Set Theory is really just one of the many, many uses of Boolean Algebra, and that it couldn't exist without it... But from a descriptive, feature-naming standpoint, it makes literally no sense. As an aside: Without Boolean Algebra computers would not exist. At all. So everyone should know that it's pronounced Boo-Lee-Un, and say thank you to George for making things like Blender and KZbin a possibility.
@Ink-and-Blood4 жыл бұрын
it may have to do with how the software is calculating the parametric boundary representations. the term boolean is used in every other 3d modeling software for any operation that calculates the difference between two "bodies", be they meshes or boundary representations.
@coipo957 жыл бұрын
Instead of selecting all those vertice points and double tapping G and sliding, I would select all the vertice lines and just dissolve them by pressing x
@dreturia7 жыл бұрын
I was thinking the same thing :D
@Geleheddon6 жыл бұрын
That did not help. It only removed 3 verticies
@JishnuDiwakar6 жыл бұрын
In edit mode, press x, dissolve edges.
@szymonsteczek21802 жыл бұрын
Hi there. Doing this course with Blender 3.1.2 on old laptop waiting for the repair of the newer one :D I had the same issue with the "pimple" at the bottom of the anvil. I tried to use "Fast" solver fix and fix suggested by Over Kaizen. They didn't work. But I finally found the solution: 1. Over Kaizen solutions should be applied first. Basically bottom of the anvil wasn't cut by the loop cut. So you have to add extra edge missing in the loop cut that was created before adding mirror modifier(along X axis). 2. Another missing edge at the bottom was when additional loop cut was created to align edge produced by boolean operation(around 18:30 timestamp). To add extra edge perform following steps: a. In Edit Mode - Edge select edge that was created in previous step. b. Click RMB -> Subdivide c. Select newly created vertex. d. Hold Shift and select closest vertex to previously selected. e. Press J. New edge should be created that is perpendicular to Edge from point 1. This should prevent the "pimple" from showing off :D
@szymonsteczek21802 жыл бұрын
Second quickest solution - remove bottom face and add Subdivision and continue the tutorial :D
@zanzkami88684 жыл бұрын
in 16:13 for anyone whose using blender 2.8+, click Alt + M -> Merge -> By Distance, or you can click Vertex menu which is in the same row as edit/object mode button. click Vertex -> Merge Vertices -> By Distance. instead of click W -> Remove Doubles. hope that helps.
@aymanraouf18204 жыл бұрын
Do you have the BMesh option? For some reason i cannot select the object as a whole in the Boolean modifier
@aymanraouf18204 жыл бұрын
PERFECT! can you explain to me why we needed to do the Alt M option?
@cowcow5055 жыл бұрын
Hello Blender Guru, Thanks a lot for this magnificent series, it means a lot that you are helping us to learn how to model. I have finished your beginner series and now I am working on the intermediate one. I am using blender 2.8 and I was following your steps in this tutorial fine until after correcting the boolean mess on the mesh ( I know you have worked on this a long time ago, sorry : ) ) to ensure there is a good flow and then you added the subsurface modifier and it looks great (minute 19:00) . However, I followed all your steps till this point but the subsurface modifier kept looking the same (very ugly) and I Don't know what did I made wrong. I made sure that I removed all doubles, the flow is maintained on all faces but still not working even when increasing the viewport subdivisions. there is a small ridge that I can't figure out why it's there. Unfortunately, I can't upload screenshots here for you to see but it looks pretty much like how it's in minute 11:15. Can you help please:)?
@joeyzheng79792 жыл бұрын
Same here, did you fix it? I'm using blender 3.0
@abolfazltofigh15906 жыл бұрын
*you need to change the Boolean solver from Bmesh to Carve in new versions. otherwise it just subtracts a face*
@casonfrenchko99885 жыл бұрын
thank you SOOOO much i was stuck with a hollow mesh for two days before seeing this comment
@ElijahMoore-Restfulnights3 жыл бұрын
thanks homie
@oxxane3 жыл бұрын
Can someone help? When I click Apply on the mirror it applies, but without applying the Boolean cut, it just gives me an other full side of the anvil even though I have it after the Boolean modifier... I'm stuck and can't find any answers online..
@oxxane3 жыл бұрын
Nevermind I fixed it, Apparently I had to press apply on the Boolean before applying mirror
@emmanuelmeza7532 Жыл бұрын
If you're having trouble when you add the subsurface at 19:05 and you get weird faces pointing out, make sure you have the face inside the mesh deleted. Just go to edit mode, in vertex select it, switch to face and delete.
@FrostedZaibatsu4 жыл бұрын
For 2.8: Join the two object together-> edit mode -> select the object you want to make the cut (hover object and press "L") -> face menu -> "intersect" should be half way down the menu
@zhollett6 жыл бұрын
"Doubletap G for edge slide" O.O THANK YOU!
@SirKolass5 жыл бұрын
He told that in the first tutorial...
@FrostDrive6 жыл бұрын
Mine has all squares. I checked and triple checked till I got a headache but it still SubSurfd as that nasty sawtooth look. I also did remove all doubles too. I'm totally lost.
@niemanickurwa5 жыл бұрын
Did you delete the face on the base of the anvil? He didn't mention it so it's not obvious. In the end of this video he shows you how to fill the base correctly, but if you have the original face from when you extruded the Plane, it will still give you that funky look.
@Superbustr5 жыл бұрын
I had the same problem and then deleted the face at the bottom of the anvil. Thank god for youtube comments. Worked.
@FlashySenap4 жыл бұрын
8:49 - When I hit apply, I have no faces. I see the inside of the object. Using Blender 2.82 Alpha.
@bramstultjens97354 жыл бұрын
Just a question, how did you make the boolean work? It just doesn't work for me...
@pinywood30774 жыл бұрын
You can also enable Auto merge and then slide the edges and if they are overlapping they are going to merge (In 2.8 the auto merge is in the header on the right corner) it's a quick way to merge but don't forget to turn it off when u don't need it
@vladciocan2600 Жыл бұрын
by any ans, but I can make what I envision, and that's the greatest gift to . You are, without a doubt, an expert teacher. You may
@rRekano7 жыл бұрын
Dissolve wouldn't work?
@Tim3Lime7 жыл бұрын
I was thinking the same thing. Pretty sure that dissolving is the better option.
@navima_7 жыл бұрын
It would create ngons, of which we want to get rid in the first place. EDIT: Sorry, I'm dumb, it works just fine.
@pascalampere60987 жыл бұрын
Ctrl-X ftw ;-)
@Tim3Lime7 жыл бұрын
referring to 15:20
@leonzinkleiche63637 жыл бұрын
no, it works fine. Just tried it
@ivanvelazquezlopez25637 жыл бұрын
I have followed everything you do on the videos, but when it comes to the boolean part it doesnt work for some reason, when i put the cylinder into the anvil it just doesnt "erase" that part of the anvil for some reason. Please anyone who knows why this may be help me.
@LordBaktor7 жыл бұрын
Did you change the boolean operation to "difference"?
@liquidpotato3657 жыл бұрын
If you're sure you set the boolean modifier to "difference" and that you have to modifier on the correct object, can you upload your .blend file to www.pasteall.org/blend so I can look at it?
@ivanvelazquezlopez25637 жыл бұрын
im sure i did it all like in the video, but anyways i deleted that file and started again and somehow now it works. Anyways thanks to everyone who tried to help
@liquidpotato3657 жыл бұрын
It could have just been a bug. Glad you got it fixed though.
@CartisanCrafts7 жыл бұрын
Can you help me with my file too? I followed everything in this video but somehow the subsurf modifier is messed up pasteall.org/blend/index.php?id=47317
@MasterTeeee5 жыл бұрын
10:00 - Game engines use Tri's (three vertices), as it's the simplest shape that can be made, THAT IS FLAT! The flat bit is the important thing to remember. It is physically impossible to have a triangle that is not flat (give it a try!). The only way to make a Tri not flat is to add a vertex (singular of vertices), in which case you would have created a... Quad! - Quads (four vertices) can be warped, and can therefore BE BOTH FLAT, AND NOT FLAT. This makes it a LOT more complicated to render, and is therefore TERRIBLE for performance (as games are constantly being rendered, vs. pre-rendered movies, etc.). The advantage that Quads DO have (and the reason that they're used in 3D modelling) is that you can SUBDIVIDE a quad comfortably. That is to say, you can take a square, and cut it into four smaller squares without altering the vertices coordinates, and as a result still have exactly the same looking model, but with more vertices, that can provide more detail. As an aside: GPU's calculate in Tri's. Not Quads, or any other shape... At least at the time of writing (as it's not a limitation of hardware, and a GPU could theoretically be developed to operate primitively on Quads).
@faufaufau5 жыл бұрын
Was about to make this comment as well. Someone should tell Andrew the importance of tris in gaming
@0LoneTech4 жыл бұрын
The technique you describe at 9:00 is CSG (constructive solid geometry). It's better suited for CAD engines that do have primitives for boxes, cylinders etc. This is because they use concepts like boundary representation (brep) to find intersection points instead of previously rounded mesh vertices. You could experiment with it in e.g. FreeCAD's Part workbench.
@blueskyprojects38982 жыл бұрын
Appreciate all the hard work and love you put into your videos. I'm learning a lot from them. Thanks for investing your time in us.
@fandlpetroleum4 жыл бұрын
"We are artists and we are lazy!" I want to frame that quote.
@midorifox7 жыл бұрын
18:34 a newbie's face at the beginning of the tutorial.
@rachityadav50113 жыл бұрын
18:28 just press m
@I_cant_and_I_wont Жыл бұрын
YO! As of 3.6.2, there is an option to AUTOMATICALLY merge vertices that are on top of one another. Upper-right corner where you can select the shader, there is a button option to auto-merge vertices. super helpful i found