I have never seen the transferring normals. Thats dope.
@schm47044 жыл бұрын
Full ack.
@DECODEDVFX4 жыл бұрын
Cool video buddy. FYI, you don't need to add the cast modifier to spherize a cube. You can just hit Shift+Alt+S and drag the mouse in object mode.
@JoshGambrell4 жыл бұрын
Ah perfect! Would've been a lot quicker that way, I just never have to do it in vanilla
@DECODEDVFX4 жыл бұрын
@@JoshGambrell Slight correction. You do it in edit mode after you apply the sub-surf. Still usually faster though compared to manually applying the cast.
@SonictheHedgehogInRealLife3 жыл бұрын
@@JoshGambrell wdym you dont have to do it in vanilla blender?
@bitslay3 жыл бұрын
@@SonictheHedgehogInRealLife he uses add-ons in his workflow
@DonaldDrennan2 жыл бұрын
How would you model a cylinder that transitions to a hexagonal section and back to a smaller smooth cylinder with a rounded top?
@christopherjr71894 жыл бұрын
Great video, in particular because you showed the vanilla way. As a student/pupil who doesn't earn any money with blender, add-ons are usually out of one's budget.
@KnapfordMaster983 жыл бұрын
never seen anyone show transferring the normal data to fix the shading. amazingly simple solution.
@josephroiml4 жыл бұрын
I really appreciate that you're explaining things the vanilla as well as the add-on way, thank you.
@zarajwong3 жыл бұрын
As a teacher, I have to commend you on your natural ability and gift for explanation. Your approach reminds me of Richard Feynman. I appreciate that you take the time to explain the reasoning behind your decisions and not simply how to accomplish something. I am new to this and i have lamented that there are few videos available that discuss principles of 3D . Your lessons address how to think about the process of modeling and the relevant considerations . You are a great introduction to the subject. I see from your work that Im learning from someone who is accomplished. Keep teaching ! Thank you.
@JoshGambrell3 жыл бұрын
Ah thanks a bunch Travis! Fortunately it is an innate skill for me and I am so happy I can use it to help others. I also do the EXACT opposite of 90% of my College professors... lol. Most are genius but simply cannot teach.
@lLenn2Ай бұрын
lol
@heshjohans53312 жыл бұрын
Data transfer was the cherry on Top :D
@midnightstudio91754 жыл бұрын
Josh is like a prophet...a blender prophet
@michaelalexander91204 жыл бұрын
Might be my favorite tutorial so far. Thinking about getting mesh machine but want to learn more of the fundamentals. This was great tutorial. Thanks for your help
@drendelous4 жыл бұрын
i appreciate a lot you mentioned paid addons. i wish more people could afford them
@mrupsidedown98793 жыл бұрын
I just wish that more were free
@Gredran4 жыл бұрын
I love the Boolean lesson no doubt. But after a few years of working in Blender I had NO IDEA you could change things like the vertex size!
@JoshGambrell4 жыл бұрын
I can't stand Blender's default vertex size lol
@user-be3ky2qo4i3 жыл бұрын
@@JoshGambrell so glad to see such an great quailty of the vedio ! but one thing makes me wonder that when it comes to model a car and trying to make a panal gap on really complexed curved surface, the way shown in this vedio could also be a solution??
@TheAchonx4 жыл бұрын
these tutorials are so underrated, thanks for putting time to do these..
@andregustavoantunes4 жыл бұрын
Man!!!!! THIS TUTORIAL IS LIKE MAGIC..... AMAZING....
@abrahamwondafrash75493 жыл бұрын
even out, the cutter and source object is a very helpful method!
@t1e6x124 жыл бұрын
Wow, just wow. These are the kind of things I wish I knew of sooner.
@megasupernewbie Жыл бұрын
learning more from this channel then anywhere else :) thanks Josh
@GeneralVariety4 жыл бұрын
You are the boolean king
@mrupsidedown98793 жыл бұрын
Fax
@DarkAutumn3D3 жыл бұрын
I admire that and I'm the same way. Even as an experienced 3D model artist myself - I still run into problems and have to then think outside of the box to come up with ways of fixing it. I think there's often a stigma that, once you pass a certain level, you can literally model anything without a single hiccup. I find that it's just unrealistic to think that way and you'll always be learning from little mistakes and hurdles. That's why I enjoy being a 3D model artist. There's always little challenges that help you to better yourself.
@xstasis2 жыл бұрын
2:21 thanks for that tip, man
@devendrapal94 жыл бұрын
These tips are the best for product rendering
@gorans0073 жыл бұрын
Man thanks for showing us these, finally some proper tutorial to show me the real problems and not to just looking for bunch of tutorials where they won't give you any information like this, which for me this is so important. You have no idea how much videos and tutorials I was looking for to give me a proper explanation about this and I can never find anything close to this. I am 3ds max user, but I guess i have to change my workflow to Blender and get these things more easier.
@JoshGambrell3 жыл бұрын
Awesome man! Happy it helps ya
@fransomoza2399 Жыл бұрын
Dude, I just love you for this, its been many hours trying to fix a damn mesh with booleans and this data transfer thing is the shit thanks forever ❤
@ishwarkothandaraman33544 жыл бұрын
Josh here doing gods work
@amoebajoe2 жыл бұрын
worked flawlessly, awesome technique, thanks!
@millie20794 жыл бұрын
Great video as always Josh. The knowledge you give away for free is incredible. And to the people commenting on the cost of add-ons: If you have HardOps, Boxcutter, Meshmachin3 and Kit Ops you’ve got the best set of modelling tools for less than £150!!! You can’t even rent Cinema 4D for one month at that cost 😂😂😂 Plus you get FREE tutorials from Grant Abbit, Josh and Ryuui, Masterxeon to name a few. Blender users are the luckiest in the 3D world!!!
@JoshGambrell4 жыл бұрын
Thanks a bunch Chris! Anything behind a paywall will unfortunately always have controversy, so I try to find that balance between showcasing both the vanilla workflow and addon workflow so people can learn fundamentals and find their preferred modeling strategy :)
@hot_dammn90254 жыл бұрын
Great tutorial. I appreciate the explaination on how things work and what to look for. It helps alot. No need to apologize for the length of the videos. They take as long as the take! Keep up the good work.
@JoshGambrell4 жыл бұрын
Thanks a bunch!
@Daniel-nb3kk4 жыл бұрын
Very helpful, not many other videos like this on KZbin. :)
@vsemionov Жыл бұрын
This video saved me after hours of trying to fix my shading, it's incredible! Thank you so much!
@uroborosfirst5637 Жыл бұрын
Josh Gambrell: MODELS THINGS SO FAST AS F SO YOU CAN'T EVEN NOTICE PROCESS DETAILS SOMETIMES Also Josh Gambrell: "Sorry this taking so long" 😅😅😅 P.s. thnx for lessons, bro! Learning blender with your help. Your ability to explain complex things so clear is awesome!!!!!!
@Fantasyteamking2 жыл бұрын
LOTS OFF APPRECIATION
@FlickerJab4 жыл бұрын
I believe you can shrinkwarp the vertex group on the second sphere to get the same results. Shrinkwrap and this method you just mentioned are the best workflows to use when cutting holes and creating creases in car modeling. This is a very interesting alternative, good stuff as always, thanks man.
@JoshGambrell4 жыл бұрын
Thanks a bunch! Yeah, shrinkwrap is awesome, especially when using the conform tool built into mesh machine.
@arolee9600 Жыл бұрын
this really helps thx a lot for the tutorials!!
@azhdarmuhamad47874 жыл бұрын
Wooow unbelievable!! That’s good
@ollie48593 жыл бұрын
thank you so much josh your tutorials are really helpful!
@christianthea10594 жыл бұрын
Man you are awesome. I started learning blender 3d 1 year ago then I gave up. It was too hard for me. Then I came across your videos. And guess what ? Now you're an inspiration for me, I work hard every day to know blender 3d more. Thanks so much for what you do for the community 😊💪
@JoshGambrell4 жыл бұрын
Thank you Christian! This means a lot. It has always been my goal to give back to the community and to teach others, so I'm super glad I've helped even if in a small way :-)
@christianthea10594 жыл бұрын
@@JoshGambrell thanks again. We are grateful
@atkdgn10 ай бұрын
Levels of shading: Beginner Skilled Smart Expert Josh Gambrell
@kolupsy4 жыл бұрын
he talks about intuition when it comes to merging verts when cleaning up. i think the best way to to merge towards the vertex thats not on a straight line. if you merge a vertex, that is on a straight line towards a vertex that formes an angle with the others, you keep the right shape of the cutout
@SPQRxUSAxNUSA2 жыл бұрын
Very helpful thank you.
@scopchanov3 жыл бұрын
Works like a charm! Thank you!
@wscfan30444 жыл бұрын
Yes thank you! I really needed this!
@adrianrock46102 жыл бұрын
thank you so much... amazing tutorial
@BlenderDaily3 жыл бұрын
great explanation, thanks!
@OnnieKoski Жыл бұрын
This is awesome. How do you get your cutting shape to automatically become a wireframe?
@3dartist312 жыл бұрын
AWESOME
@marcusdeimos2 жыл бұрын
Thank you for the tut. But is there a more efficient way to Boolean nicely without having to go through so many steps?
@lladerat4 жыл бұрын
i cant stop making stuff in Blender thanks to these videos, please someone help me i cant stop!
@rawls1014 жыл бұрын
An alternative way to create a Quad-Sphere is to just "Shift A" - Add a "Round Cube", then under the "operator presets" dropdown menu, just change it to a Quadsphere
@김상섭-j8w3 жыл бұрын
good tutorial. many thanks!
@aydaryakup45402 жыл бұрын
Thank you very much sir! It helped me!!!
@СаидД-з2х Жыл бұрын
Thank you good sir!
@keithlewis2554 жыл бұрын
Great video Josh, thanks man! Mine ended up with more triangles than I wanted, but was still very smooth... and overall the normal face data transfer REALLY did a nice job on the surrounding surface! Tips and techniques like these really make learning a lot smoother. I appreciate your knowledge and dedication.
@JoshGambrell4 жыл бұрын
Thanks Keith! My pleasure!
@gatofuji7410 Жыл бұрын
Useful tutorial. But... I couldn't follow what you did, starting at 4:58 where you slide the vertex along the edge to a nearest vertex and (apparently) automatically merge it. In the keycast all I can see is that you are hitting G ...!? How is it done? Thanks. OK - I think I found the answer to my own question: the symbol to the right of Mirror XYZ option is ticked on, and that means AutoMerge On.
@kacperwojcik47943 жыл бұрын
One question. When I use built in option, merge by distance in cleanup menu. I'll get the same result? I'm talking about that moment, when you merge all the vertex manually in 5:29.
@mazashayeri14114 жыл бұрын
That was a very useful tip. Thank you! By the way what do you think about the zebra strips mat caps? in my opinion they show the shading issues pretty well. I saw people using them in Rhino3D to review shading issues.
@mch438564 жыл бұрын
Oh wow that really does make it pop, thanks for the tip
@aluckyshot2 жыл бұрын
This is why I love Blender, passionate people sharing their knowledge for the love of art and modeling. Thanks for sharing. Great tips that will help many of us scrubs 👍
@CengizEmreTan3 жыл бұрын
Thank u Dude! Solved problem.
@Yoshi-qq4rh4 жыл бұрын
Always interesting. great teacher!
@JoshGambrell4 жыл бұрын
Thanks man!
@postmodernerkindergartner9603 жыл бұрын
I love your channel dud! Just wanted to mention: i only got good results to fix the shading with shrinkwrap, not with DataTransfer, might have done something wrong, but good to know an alternative! Cheers!
@farhadsamadov35984 жыл бұрын
Amazing job 👍 Thanks for your time 😘
@cgfreak53593 жыл бұрын
Vary helpful and informational video thanks
@13thnotehifireviews72 жыл бұрын
what key strokes are you using to move the verts please
@Tether5044 жыл бұрын
I understand it's hard, but thank you so much for working in vanilla super appreciate it!
@andersondavid834 жыл бұрын
Thaaaaaaankyuuuuuu Bro! Auto smooth was all I needed to know 😅.. I was struggling two days for tutorial... U made my Day awsome .. thanks bro
@JoshGambrell4 жыл бұрын
Glad to help Anderson!
@andersondavid834 жыл бұрын
@@JoshGambrell thanks again bro! Coooool 😇❤️
@rudranathmistry69573 жыл бұрын
I think this quad sphere increases geometry. Rather I use uv sphere and rotate it to the position where I remove the upper triangle loop by Boolean. Circular Booleans really fit well an minimize artifacts on bevel
@milkndsugar4 жыл бұрын
I like doing Ctrl shift - more than Ctrl - since it deletes the area that the boolean mesh is in rather than making the boolean mesh always be doing cuts or whatever it does, then I extrude inwards and join those vertices
@DanielBrainbox3 жыл бұрын
thank you so much :)
@count23all4 жыл бұрын
Your shading errors came from the edge slides deviating the surface when you moved them around as part of your cleanup, the mat cap is a Class A surface. The trick is that you need to push the verts back _into_ place to restore the curvature of the sphere, that will also resolve your defective cut without using the normal transfer. An easy way to implement this is to shrinkwrap the cut surface onto a clean surface without the cut, and let the shrinkwrap modifier push all the verts back into place that you knocked around for you. also, another fix would have been to apply a bevel with a profile of 1.0 first to create effectively a reverse inset around the cutout evenly spaced from the edge, then the shading issues would have been confined via that created control loop and the cut. The low res cutter problem can also be resolved by running to "tosphere" operation on the edge loops once the cut has been done, it will realign the high poly edges and let you have a low poly interior of you really require hard edges.
@JoshGambrell4 жыл бұрын
Yeah, this is precisely what the conform tool does in mesh machine, but I wanted this tutorial to be in vanilla and I really can't be bothered to fuck with the vanilla tool set for some of those shrinkwrapping operations when it's 2 clicks with MM. But you are correct about the shrinkwrapping being an effective solution as well.
@count23all4 жыл бұрын
@@JoshGambrell All good, I'm just suggesting that the shrinkwrap is a faster and less confusing way than the data transfer modifier at the end there to clean up the shading issues. One click like a bool and apply, it'll restore vert positions and achieve the same result, theoretically a bit more noob friendly. I fear that the data transfer modifier will confuse people who undo a cut later and aren't away of having to clean up normal data to be able to do any further work on the affected faces.
@Keilnoth4 жыл бұрын
@@count23all what you are saying is, if you then move the boolean around or remove it your normals will be f*cked? Can't we just re-transfer the normal data again from the base sphere?
@count23all4 жыл бұрын
No, it's a bit more complicated than that. If you never apply the data transfer modifier and keep booleaning away, it'll work fine for you and update the modifier as you go. However, if you apply the modifier and start moving verts around, even if you manually clean up the boolean to make a sphere again, or even just manipulate the edges of the cutout (to create a bevel) without the transfer modifier in place or a "guide" mesh for hte modifier to work, the verts, edges and faces will retain what's called "custom normal data" which needs to be cleared for shading to work properly again. A far more effective way is to use shrinkwrap instead of data transfer, it means the verts, edges and faces will not be getting this custom data and for newbies to the software who may not be familiar with the concept of normals or split normals, it's easier to managed and troubleshoot. Because using shrinkwrap instead, your vertices are being pulled into the right spot for the shading data they're using, rather than using shading data that overrides their normal one.
@Keilnoth4 жыл бұрын
@@count23all OK, thanks for the info. Well it's interesting to learn both methods. I will have to dive into the shrinkwrap stuff again. I think Josh has another video covering that one. I use MESHMachine also but I prefer to understand what the add-on is doing so I know how to fix things myself.
@spartan.X Жыл бұрын
You can also, (For the destructive modeling team), do a manual subdivision and use Mesh -> Transform -> To Sphere, It does the same job and it's already applied, and there's no size modification (wich is the case when using the subdivision surface modifier). Hope It'll help ^^
@viktorovich2711 ай бұрын
is there a drawback somewhere down the road for using the data transfer trick on a low poly mesh/high vertex count cutter instance?
@nook1e.3 жыл бұрын
Do u use shrink wrap modifier? I watch some guides and it helps to deform shape almost the same way
@shawnhollahan5904 жыл бұрын
Thank you Josh for the great tutorial. Interestingly I'm trying to apply multiple round cuts in a cylinder and the vert process is more complicated. The cylinder is made of long stretched quads that make up its wall. There are no verts to move to create a bevel. When I shade smooth it looks awful even though I've followed your suggestion of matching vert density (between object and cutter) and cleaned things up. I'd love to see a follow up tutorial in which you do this process to a cylinder, cone, torus, etc. FYI... I'm mastering Blender for the purposes of Scientific Visualization and Presentations. I'm getting pretty good at Blenders basics (interface, tools and workflow) but now am mastering the details of modeling and next animating. I'm building a syringe that ejects a rice-sized capsule that has two rows of 6 holes, each hole carries a different drug. The capsule is injected into tumors and then later it is removed and doctors examine which drugs, from which holes have had the best effect at killing the tumor. So... accuracy of my model, realism and zooming in and out of scale (to show tiny capsule in detail, then zoom out to show full tumor and animating the process) I'm also having a hard time finding tutorials that teach array-modifiers that can create cellular architecture (molecules, proteins, cell walls, cell interiors, etc.) ...any tutorials in that direction would be greatly appreciated. Thanks for considering.
@JoshGambrell4 жыл бұрын
Hi Shawn. First off, very interesting stuff you're working on! Second, my guess is that you have just a basic cylinder with no holding cuts. You need to add horizontal cuts as well so the shading doesn't stretch. The topology where the vertical cuts meet the horizontal cuts should roughly be square shaped if you want a decent amount of geo. Here is a great tutorial from my friend Ryuu: kzbin.info/www/bejne/bYi6pZuKh9SXpc0 and one similar one that I made: kzbin.info/www/bejne/gJClnYJ4mZyKrdE&t Best of luck!
@darkdroide4 жыл бұрын
nice video, really useful, thx
@Pham-Bao-Hoa4 жыл бұрын
Can't thank you enough!!!
@eclairesrhapsodos54963 жыл бұрын
I usually do voxel remesh and smooth corrective + sculpting and then remesh again. By the way if for someone bolians crash blender - Houdini Apprentice (Free non commercial) works fine with them, even if its procedural noise erosion with crazy ammount of polygons.
@lifetube22143 жыл бұрын
Nice job. I subed u man. Keep going i am watching the vids. Good luck
@JoshGambrell3 жыл бұрын
Thanks bro!
@tricky2k4 жыл бұрын
When you move the vertices, the spatial position is respected? I mean, the place (x,y,z) where it should be without messing the geometry
@nook1e.3 жыл бұрын
thanks a lot, everything's working! xD
@therealrebelsquadron8 ай бұрын
This video is 3 years old and still very useful. Working to make normals transfer a normal part of muh workflow. Yes, pun intended. Edit: Sometimes this will work, other times, it won't change the shading at all. Still trying to figure out why. Working on v4.0.2
@sketchfx88903 жыл бұрын
Thx
@Wzxxx4 жыл бұрын
Unbelievable. I was struggling a week with this holes in my model. Thx
@davidcaro4 жыл бұрын
Each time I see it I need to do it again, practice, practice, practice.
@ManAtPlay3 жыл бұрын
What a trick thnx
@donovanbaine88424 жыл бұрын
i like it befor i watch it
@thyroton_764 Жыл бұрын
thanks a lot man, you saved my life. but can you even render it?
@OlegRonaldo94 жыл бұрын
At 2:06, is he using some kind of addon? It does not work for me Ctrl + Numpad-. And tell me what addons are used by most?
@ErikNoble4 жыл бұрын
its an addon that's already in blender go to edit ---> preference--> addons--> use the search function and write bool tool and then activate the addon
@OlegRonaldo94 жыл бұрын
@@ErikNoble thanks
@lz40904 жыл бұрын
Nice. Is there an addon that can easily transfer the normals? Instead of manually replicating the original object. Thank you
@JoshGambrell4 жыл бұрын
Mesh Machine
@azen16273 жыл бұрын
Transfering normals work only in blender or it sticks with the model in other programs? can it be used in game development?
@cgnovice29693 жыл бұрын
Hey! A bit late here but hopefully you willl see this. What if i have a curved surface and want to run a boolean with an object with 90 degree corners. I order for the subsurf to not smooth out those corners i would need to add supporting cut right? But adding loopcuts to the rounded surface would ruin the shading. Got any tips for this?
@katesaychaleun63224 жыл бұрын
Wait sorry... what is it that you did when you clicked Ctrl+4? I tried it but it only moved my cube to the left. I suppose our keybindings are different. Is there a video where you have recommended your keybinds? I'm still a beginner so please bare with me 🤗
@richard_robert4 жыл бұрын
Isn't there a Round Cube in the Extra Mesh add-on?
@JoshGambrell4 жыл бұрын
I think so actually, I use the one from Mesh Machine usually
@mch438564 жыл бұрын
There is, there's also few cool generators like Wall Factory, and you can make snail cones easily :D
@illyriandardania70154 жыл бұрын
Josh Gambrell may I know how long it took you to reach this level of mastery?
@JoshGambrell4 жыл бұрын
Well, I've been at it for around 7 years now, but I think it's less about the timeframe spent and more about the hours and dedication put in. My good friend Ryuu started 3D just over a year ago and is at my skill level now, if not better. Someone could work for a decade on and off and someone could work fora year non-stop, and the guy working the year may be more competent with the software :)
@millie20794 жыл бұрын
You definitely get better the more HOURS you consistently put in. I’d been messing about with Cinema since about 2015, just a few hours here and there and never really got anywhere. Then last year I wrote a list of projects and time permitting I put in as much effort to tick those projects off a list. If I’m fortunate to be able to work on a project every day I can finish one in a month, but when I’m super busy with work and family it takes ages. I’m switching over to Blender now though so it’s taking a bit longer but soon I’ll be up to speed again. blender is 👍🏻
@mr_zkd Жыл бұрын
you save me from unistalling blender on anger after failed booleans many times..
@SonictheHedgehogInRealLife3 жыл бұрын
When you transfer the normal information from another sphere does the perfect shading remain on the model when you import in into Unity?
@JoshGambrell3 жыл бұрын
Good question, not sure.
@Shalfatk014 жыл бұрын
your videos are soooo damn usefull ! ... thank you
@leandrogtabakАй бұрын
Does anyone know if he is using some addon instead of the boolean modificator? Because I cant find that toolbar at the top of the screen (the one who says "Cut" "Non-Destructive", etc
@3dgraphics8484 жыл бұрын
You've done so many tutorials on hardsurface and those type of issues, + your guides everywhere on gumroad and udemy etc, always the same topic, you're an amazing teacher so for the sake of thz community could you please change subject now that you've thoroughly and repeatedly explained all this? Anything from shading, sculpting, rendering, compositing, rigging, animating, would be awesome!
@iantaylor74674 жыл бұрын
Is this a series of flowless bevel.....
@MrGrassator4 жыл бұрын
So what is good proportion for 32 cylinder? subd = 5?
@JoshGambrell4 жыл бұрын
Eh probably not. 3 or 4. Just see what works best.
@danat4914 Жыл бұрын
4:58 can't you also just dissolve unnecessary edges?
@lifetube22143 жыл бұрын
Hello there, i wonder that how it is possible to add or create a curved sphere in blender ? Please respond i am in a hurry man