How to fix artifacts in Blender

  Рет қаралды 415,539

Josh Gambrell

Josh Gambrell

Күн бұрын

Пікірлер: 697
@davga
@davga 4 жыл бұрын
This is one of the most useful tutorial ever seen until now. You speak clearly, not too fast, not too slow. There are many Blender's tutorial with guys that speak at not human speed in order to make the video shorter, but then is impossible to follow. Great Job.
@JoshGambrell
@JoshGambrell 4 жыл бұрын
Thanks a ton Davide!
@CodingWithBen
@CodingWithBen 4 жыл бұрын
Agreed
@richardgarber4618
@richardgarber4618 4 жыл бұрын
SO true!!
@RabidAltruism
@RabidAltruism 4 жыл бұрын
Loved the tutorial as well; this is a huge help in getting boolean topology right. Don't really agree about the pace of speech -- thought it was way too slow -- but that's why KZbin has a Playback speed option, heh. :)
@mohamedal-dabbagh8710
@mohamedal-dabbagh8710 4 жыл бұрын
U said exactly what I wanted to say...
@ProfessorOfHow
@ProfessorOfHow 4 жыл бұрын
Probably the best video on fixing Artifacts in Blender. Thanks, Josh.
@paolodinooddone
@paolodinooddone 4 жыл бұрын
holy cow that "J" trick in vertices I didn't know about. THANK YOU MAAAN
@frenzofficial4418
@frenzofficial4418 4 жыл бұрын
Dude! I;ve been joining using F didnt even know you could just use J...
@Unreality3D
@Unreality3D 4 жыл бұрын
@@frenzofficial4418 if you use F in the example in the video, it would just bridge the two vertices with a new edge, floating on top of the face, which would cause more problems than it would solve. Using J is where it's at :D
@m9jbhakar
@m9jbhakar 4 жыл бұрын
cow is holy in india only.
@Josephsasa
@Josephsasa Жыл бұрын
Thank you
@trelligan42
@trelligan42 4 жыл бұрын
Much better solutions than the re-topoligizing I've seen elsewhere.
@howdlej123
@howdlej123 4 жыл бұрын
Generally you don't want to be modelling like this at all unless it's absolutely necessary, time is very limited and you're scene is very small (And you don't intend to use this in any other sort of 3D application like a video game). Generally speaking you always want to avoid Ngons and avoid having unattached edges. From a visual point of a view an Ngon looks like it uses less geometry so it should be faster to render but this is the complete opposite. 3D graphic cards do not support anything other than polygons, so you're renderer has to then slice up the Ngon prior to passing it to the graphics card. This causes overhead vs if you had just made sure your model(s) were already well cut and modelled from the start, additionally you're less likely to see post-render issues and lighting issues as you're not relying on an algorithm that is guessing what you wanted to slice up the geometry correctly. Lastly a lot of other 3D applications simply do not support ngons because they don't want to deal with processing your model or will do so very poorly, this is very true for video game engines.
@JoshGambrell
@JoshGambrell 4 жыл бұрын
@@howdlej123 If you're just going for a render it doesn't matter. If you're working with game assets, animations or deformations, good topology is a must. Prior to the render, Blender converts all topology to tris, even if the entire object is quad-based, so there are conversions occurring either way. With all respect to you, and with some of your points being valid, I just don't think the statement "Generally you don't want to be modelling like this at all unless it's absolutely necessary" is universal. If you're using an addon like boxcutter and going for extremely complex hard-surface models with a nice render, trying to model off of quads and create all of those tiny little cuts and slices is borderline impossible, and even if you could do it would take an insanely long amount of time. For someone like me, who primarily works internally with Blender, booleans and ngons aren't a significant issue for the projects I work on. I can see where quads and good topology become essential, but it simply isn't required all the time and can be even more difficult working that way.
@howdlej123
@howdlej123 4 жыл бұрын
@@JoshGambrell My point was exactly as you said, yes this is fine if you're exclusively using rendering applications that will do it for you and you're not planning on using this in other applications. However, converting an Ngon to tris is not the same as converting a quad to tris, it's more intricate and can lead to unexpected results, simply put a quad is made up of 2 triangles, that is easy enough for a computer but an Ngon, as stated in its name is an N-gon. A polygon made up of N number of vertices, the more complicated that ngon is, the more time consuming it is and error prone it is for it to be converted into tris. I'm not stating that you must always model as if you're going to export it to other applications, especially not if you're a hobbyist or you know the exact use cases of your model, nor am I saying you need to model using only tri's but as a general rule of thumb you should model using a quad or ngon which is more easily divisible into triangles. Small models this is never going to be problem but this is about instilling good habits to beginners. There are plenty of 3D artists out there who get away modelling all sorts of things ranging from organic to hard surface modelling and do so fine without expanding beyond quads, this is because they may use ngons and sculpting to start off with but they well then retopologize later so they have a cleaner mess that is easier to export to other tools and production pipelines. Appreciate the reply, and I didn't mean to say you should never use techniques outside of the standard realm, just saying it's good to teach watchers the pitfalls and potential issues they may run into and why they may wish to use other techniques. I almost exclusive do hard surface modelling and almost exclusively use quads and I've never ran into a problem I couldn't model using just quads, yes it might've took some extra time to work the topology to look right but I know in the end I don't have to retopologize my model should I want to reuse it later in another application i.e for games. At the end of the day the use case will determine the techniques you use and for hobbyist this won't matter much, I just prefer to give people as much knowledge on things because not everyone looking for blender tutorials is looking to just render out things in blender itself.
@qnaman
@qnaman 4 жыл бұрын
Nah, it's only acceptable - if you are making visuals, movie shots. And you ahve small amount of time. it's better to spent 3x more time on model to get topology right. Then you ahve great baking, easier retopology and etc.
@doculab3d
@doculab3d 3 жыл бұрын
@@howdlej123 a ngon is a polygon. Do you have any sources for GPU's 3D pipeline?
@nimroutrandomness1245
@nimroutrandomness1245 4 жыл бұрын
what a simple way to address major rendering issues, excellent content, thanks
@jorgenjansson1133
@jorgenjansson1133 4 жыл бұрын
sometimes it is enough to uncheck "loop slide" in the bevel settings
@legendaryphoenix8607
@legendaryphoenix8607 4 жыл бұрын
Josh that was excellent. Thnx mate. One thing I realise with your channel is that you tend to explain the more practical and technical stuff and other Blender KZbinrs tend to focus more on finer points; if you get what I mean. And that's what I love about you. Beginners tend to grasp finer points quite easy like "how to model this", "how to render this", "how to texture paint this" but they tend to get stuck with technical stuff no one really tells them about like artifacts, bad topology(they don't know why they must practice having quad faces instead of Tri and N-Gons) and the different workflows they can combine to be a professional modeller(non-destructive and destructive) and what type of situations to use them and etcetera. Keep going like this and you'll help beginners be a really good modeller(I see you focus more on modelling but that's another thing I like about you- I'm perfectly fine in other parts like textures, using nodes, render and all that stuff but need to move my modelling skills up a notch).
@JoshGambrell
@JoshGambrell 4 жыл бұрын
Thanks so much man for this comment! Reminds me how important it is to provide the technical side of content. There’s already so much stuff on general modeling, and although I’ll still do content on that topic, I love talking about the technical side of these things as it fascinates me.
@legendaryphoenix8607
@legendaryphoenix8607 4 жыл бұрын
@@JoshGambrell yeah nice one mate
@ChristianChessell
@ChristianChessell 3 жыл бұрын
This video was an absolute gem! I had a boolean problem exactly demonstrated in this tips vid and it has solved my problem! This is definitely one of the best problem solving tutorials I have come across. Brilliant work Josh!
@JoshGambrell
@JoshGambrell 3 жыл бұрын
Happy it helps!
@rnyt201
@rnyt201 Жыл бұрын
Love the quick key mention for a quick review of the wireframe.
@onebeets
@onebeets 4 жыл бұрын
User: hey blender can I have a bevel here Blender: not without watching tutorials about me for 2 hours you won't
@Lakius
@Lakius 3 жыл бұрын
This exact scenario was literally 30 minutes into my first experience with Blender.
@stevenrogersfineart4224
@stevenrogersfineart4224 3 жыл бұрын
"The most important thing is UNDERSTANDING WHY" was all I needed to hear to be a subscriber :)
@frugal10191
@frugal10191 4 жыл бұрын
Excellent video. It is nice to see someone show practical ways to fix these kinds of issues other than "make the bevels smaller", or "apply all of the modifiers and then fix the resultant mesh".
@JoshGambrell
@JoshGambrell 4 жыл бұрын
Thanks Chris!
@bryanpivik874
@bryanpivik874 3 жыл бұрын
Best 102 video ever for new 3D printer users trying trying design! All the issues with tinkering with other peoples designs are covered here. The video is like 14 min cheat cheat on using Blender :) I have made multiple designs in Blender and successfully printed objects. This video would have saved me hours of research and design struggles in learning. Thank you so much! Hope everyone finds this one.
@not_herobrine3752
@not_herobrine3752 4 жыл бұрын
12:34 this artifact actually looks natural in rendered view, like a crack
@JoshGambrell
@JoshGambrell 4 жыл бұрын
True!!
@espenstoro
@espenstoro 4 жыл бұрын
A good thing to remember, and what took me ages to understand, is that every boolean cut needs an edge to connect to. You can't have a cut in a face without anything to support it. Blender is absolutely terrible at connecting it automatically, sadly (why does it always pick the furthest vertex on a circle?), so we gotta make more geometry as support. Btw, dice in Hops is gold for this purpose. It doesn't care about ngons.
@JoshGambrell
@JoshGambrell 4 жыл бұрын
I've been using dice SO much lately. I don't know how he does it but the add on is simply amazing, finding ways around issues like this. That's why I wanted to make this video, so people could get the intuition behind boolean cuts,that way they will understand how to fix boolean issues such as artifacts :-) Thanks for the comment!
@woolenwoods665
@woolenwoods665 4 жыл бұрын
@@JoshGambrell can u tell me more about this " dice in Hops" thing? is another app or an addon to blender?
@JoshGambrell
@JoshGambrell 4 жыл бұрын
@@woolenwoods665 Hard Ops is a premium add on intended to hlep with hard surface modeling. Basically, it has a command called "Dice" which allows you to add segments kind of like a loop cut straight through the mesh, even if it's full of ngons. The alternative would be cutting straight through multiple times with the knife tool, and would take a really long time. Dice does this in seconds.
@woolenwoods665
@woolenwoods665 4 жыл бұрын
@@JoshGambrell thx for the reply!
@dommafia
@dommafia 4 жыл бұрын
@@woolenwoods665 Here's a great overview of its Dice feature with videos hardops-manual.readthedocs.io/en/latest/dice/ and the addon in action. kzbin.info/www/bejne/r2O0c4xniNiYgrc I hope youtube doesn't flag links.
@BGStNickBG
@BGStNickBG 10 ай бұрын
I cannot find enough words to thank you for the knowledge Josh! Be healthy and smiled!
@Leonscott80
@Leonscott80 28 күн бұрын
It feels so rewarding watching this again after playing around with Blender, when I started I didn't know that much about topology, specially after coming from a more "precise" software such as Solidworks, trying to make cuts/holes with exact shapes on blender was so infuriating at first; but now I finally understood what you were talking about here, thanks so much for the video
@MichaelHickman3D
@MichaelHickman3D 4 жыл бұрын
Finally a great helpful tutorial for beveling and general 101 hard surface modeling.
@koryaiine7393
@koryaiine7393 3 жыл бұрын
1. loop cuts 2. weighted modifier 3. weld modifier (place above weighted mod)
@Omar_Dorrah
@Omar_Dorrah 4 жыл бұрын
I watched 2 of your videos and I learnt much more things from them than I learnt from whole tutorials......thanks man
@gfranks007
@gfranks007 3 жыл бұрын
Josh, thanks for taking the time to create this video. I'm new to blender and am just discovering the world of "artifacts"and this was really, really, really helpful :)
@JoshGambrell
@JoshGambrell 3 жыл бұрын
Happy to help, Graeme!
@cyrilwalter3744
@cyrilwalter3744 Жыл бұрын
God bless You Josh. U are the best blender tutor I have come across. You take You time to explain every detail of ur hard surface modeling. I couldn't believe in less than a week that I started learning Blender using most of ur tutorials I've improved so well. I wish I could attach my work here for u to see
@blazejpopowicz1362
@blazejpopowicz1362 4 жыл бұрын
Thank You Josh. Fantastic tutorial. I really like that you consider various scenarios, where resizing bevels or moving cutters around is not an option. There are a lot of tutorials out there that do not 'branch out' like this and I find your approach much more helpful.
@JoshGambrell
@JoshGambrell 4 жыл бұрын
Really glad it helps you :)
@marcoseliasmep
@marcoseliasmep 4 жыл бұрын
Amazing tip! I use it a lot without really thinking about it when creating buses. To make cuts for windows, wheels, etc... Adding those extra lines helps a lot!
@Nebulous6
@Nebulous6 7 ай бұрын
Flashbacks to my many years with LightWave (a program that's less forgiving than Blender). Returning to this video reminded my of just how nicely explained this problem and solution is here. Bravo.
@Shiv_fernando
@Shiv_fernando 3 жыл бұрын
Excellent👍🏻this video was very helpful thank you very much 🙏🏼
@chlbrn
@chlbrn 4 жыл бұрын
I always do the cleaning job by planning topology before making holes and extrusions since I mainly work with control loops and sub-d surfaces. I was told that boolean is a dirty way of modelling and you do it dirty then you get dirty results. However, my next project will have very little reusable assets so I need to be quick, then boolean is my choice. Your video really helps me a lot. Another thing I really appreciate is that I watched a lot tutorials, people just tell you to do so instead of telling you why you should do so or why you should not do other ways. I love how you make comparisons and show the way software works making me full understand how I can eliminate my problem in my future work. So bro, thank you so much.
@JoshGambrell
@JoshGambrell 4 жыл бұрын
That’s my main goal and I’m super happy it helped you!!
@AJ-mw4nb
@AJ-mw4nb Жыл бұрын
You're a life saver and the only one giving the real solution here. All the others started shooting up 3rd party plugins and add-ons and what not. One idiot even suggested Boolean Shader, I mean... I reaaaaaaaaally want my geometry there buddy!!? So yeah, thank you so much!
@Henry00
@Henry00 4 жыл бұрын
The "Weighted Normal" modifier does wonders for me. Some geometry just didn't quite flow right and this was just the tiny push I needed to make it beautiful! Thanks!
@greenleaf1635
@greenleaf1635 4 жыл бұрын
You are the best Blender "tutorialist" on youtube. No stupid intro's, nice voice to listen to, structured, organized and clean. Keep up the great work! Edit: Btw, just out of curiosity, how did you execute beveling in object mode?
@JoshGambrell
@JoshGambrell 4 жыл бұрын
Hey man, thank you so much! I used a bevel modifier, but specifically HardOps for the quick shortcut :)
@greenleaf1635
@greenleaf1635 4 жыл бұрын
@@JoshGambrell Thank you very much.
@DerDermin8tor
@DerDermin8tor 3 жыл бұрын
1000 thanks- I started Blender with some years experience in 2D Graphics and Design, and still scratched my head about some graphics explosions... this one was a fantastic playground example.
@Vertrucio
@Vertrucio Жыл бұрын
Check, or uncheck, the Loop Slide option in the bevel tool options and it will do the bevel making use the bevel itself stays intact, moving the edge connection point. Then you can just manually edit the connecting edge to a better location.
@2024-f8s
@2024-f8s 3 жыл бұрын
Every one of your videos is worth watching, thank you teacher
@joege0rge
@joege0rge Жыл бұрын
Wow thanks for making an absolute nightmare so insanely simple and clear. I had no idea a solution was so close this whole time, because I really didn't understand the problem in the first place. S-tier tutorial as usual!
@leonard-teo
@leonard-teo 2 жыл бұрын
Josh, thank you for the video. This really clarifies the issue with artifacts.
@lordkiller977
@lordkiller977 4 жыл бұрын
So simply solution to this problem and perfectly explained. New subscriber here.
@virtualpixels9151
@virtualpixels9151 4 жыл бұрын
Dude, I loved your video. I bet this is the most technical video ever, most KZbinr just give solutions without explanation, But you explain what caused the problem, That was simply WOW!
@virtualpixels9151
@virtualpixels9151 4 жыл бұрын
waiting for more such videos...
@virtualpixels9151
@virtualpixels9151 4 жыл бұрын
can I know your plugins that display modifiers stats..thanks
@JoshGambrell
@JoshGambrell 4 жыл бұрын
Thank you man! This means a lot and I appreciate you.
@JoshGambrell
@JoshGambrell 4 жыл бұрын
Modifier Tools?
@JoshGambrell
@JoshGambrell 4 жыл бұрын
Or HardOps?
@DrDemolition
@DrDemolition Жыл бұрын
Quick and straight to the point, god bless!
@sorodaxu-
@sorodaxu- 2 жыл бұрын
Brother. I had given up before watching ur tutorial. What a masterpiece. Thank you!¡!
@nicol1960
@nicol1960 3 жыл бұрын
Oh yeah, the weighted normal modifier fixed my issues and saved my weekend! Thx!
@viktorkalashnikov9742
@viktorkalashnikov9742 3 жыл бұрын
Very good. I am happy to learn from a pro who is able to teach. After being bored by endless youtoubers only chilling themselves. Thanks a lot from Germany.
@00TheRealTC
@00TheRealTC 4 жыл бұрын
This perfectly solves an issue this newb only recently encountered. Your straightforward tutorial led me to figure out exactly what the solution should be before you even applied that loop cut. Thank you, Josh. Keep up the excellent work.
@JoshGambrell
@JoshGambrell 4 жыл бұрын
So glad it helped you! Thanks for the comment.
@DinukaDilinuwan-xf2ml
@DinukaDilinuwan-xf2ml 7 ай бұрын
this is one of the most useful tutorial that i ever seen. thank you this help me so much
@hazar357
@hazar357 2 жыл бұрын
As a person who just started to HardOps and used these techniques on this video without the add on for some time; If you are not using the add on, "weighted normals" modifier comes with "keep sharp" unchecked, Josh Gambrell here using HardOps which automatically checks the "keep sharps" option. Also, with that kinda mutiple holes in a single mesh models, marking one edge loop as "sharp" on the holes might help with some "smooth shading" problems. Also, without HardOps, you might need to enable "Auto Smooth" in "Object Data Properties -> Normals." Even this little example shows how much time it saves to use that kinda add ons. Thanks Josh ^^
@FoldedPaperFilms
@FoldedPaperFilms Жыл бұрын
This is the most helpful tutorial I’ve ever come across
@emiliofahr504
@emiliofahr504 2 жыл бұрын
Excellent tutorial for a beginner like me. I'm glad the KZbin algorithm served it up!
@DavidMaclin351
@DavidMaclin351 4 жыл бұрын
This is a much better method than what I was taught!
@Toughbeard
@Toughbeard Жыл бұрын
Thank you so much. Clear, to the point and actually makes sense.
@Constantchangemedia
@Constantchangemedia 2 жыл бұрын
one of the best blender tuts I have ever seen
@Bruhbenson
@Bruhbenson 2 жыл бұрын
I actually understand why these happen and how to fix them, incredible vid
@KonnerJohnson
@KonnerJohnson 4 жыл бұрын
I've been doing blender for 5 years and NEVER KNEW THIS? Thank you so much man!
@tomascoppinger8537
@tomascoppinger8537 3 жыл бұрын
Its all about the connections...thank you for the wonderful video...well presented and easy to follow.
@bandolin1216
@bandolin1216 4 жыл бұрын
Pure gold as usual. Thanks
@JoshGambrell
@JoshGambrell 4 жыл бұрын
Thank you Curtis!
@gugaestrada
@gugaestrada 4 жыл бұрын
this tutorial is just perfect! congratulations for your service to the blender nation
@JoshGambrell
@JoshGambrell 4 жыл бұрын
Thanks Gustavo!
@ineverrrun
@ineverrrun 4 жыл бұрын
One of the clean and helpful tutorial in the universe. Thanks a ton.
@georgios.marinoudis
@georgios.marinoudis 2 жыл бұрын
Very very helpful . One of the best tutorial. Thank you so much
@kevinm3751
@kevinm3751 4 жыл бұрын
Thanks Josh, this one goes up there in my top ten most useful tips for sure!
@uzairbukhari99
@uzairbukhari99 4 жыл бұрын
I just bought the course and I'm so happy to try it out. Thank you josh, I look forward to buying more epic courses from you!
@JoshGambrell
@JoshGambrell 4 жыл бұрын
Thank you for the support man! Let me know how you like it, I worked SUPER hard on it :D
@uzairbukhari99
@uzairbukhari99 4 жыл бұрын
@@JoshGambrell I like making my own models but I would get stuck when working with subdiv modifiers and then somehow I stumbled upon this. I knew what I had found. Thanks man, I'll be waiting for more courses.
@michaelantonio6643
@michaelantonio6643 2 жыл бұрын
Thanks Josh..right in the heart of the problem, used to adjust just the bevel bahaha excellent and practical solutions
@HeMe3iC
@HeMe3iC 3 жыл бұрын
There is also a "Harden normals" checkbox in bevel options which might help removing some artifacts
@batesjernigan1773
@batesjernigan1773 2 жыл бұрын
These tutorials are so helpful. Thank you for explaining the Why of blender and not just the how/what.
@jowhee8519
@jowhee8519 3 жыл бұрын
What I found useful is putting weld mod there, then slide these edges until they're merged, adjusting the value may merge the cylinder vertices if I'm using a 64 verts cylinder
@lukakurdgelia3249
@lukakurdgelia3249 3 жыл бұрын
That really was one of the best tutorials, easy to understand, and filled with a lot of information
@JoshGambrell
@JoshGambrell 3 жыл бұрын
Thanks Luka!
@robertniessner554
@robertniessner554 3 жыл бұрын
I am so grateful for this How to. Just started in Blender a few days ago because I wanted to animate some AutoCAD .stp files I got - just rotating the objects. Used CadAssistant to convert from .stp to .obj and after importing into Blender all those artifacts drove me nuts and I could not figure out how to solve this. Last time I did modelling in a 3D software was in the 90-ies with Lightwave 3 on an Amiga 1200 with 60030 @ 50MHz - it took a week to render out a 20 sec animation in 720 x 576 50i - about 10 min per field. To actually see the rendered animation I had to put the image sequence onto 20 floppy discs and go to a shop where they had an expensive hardware videocard for playing back this in realtime to a CRT.
@natesodders9932
@natesodders9932 Жыл бұрын
So much value in this tutorial, thank you
@danielstryver8388
@danielstryver8388 2 жыл бұрын
I thought I knew it all. Thanks for sharing your knowledge. I actually learned something today. Normally I would just simple subdivide the cube before starting, but this is much more efficient.
@kasuha
@kasuha 2 жыл бұрын
I went here because I ran into exactly this kind of issues with bevel. And the one thing I can say about it is, this is obviously a bug in the bevel implementation, it simply calculates positions of new vertices wrong under certain circumstances. It doesn't even happen just on face connections to me, even in places where the bevel runs through concave edge of single face. But until someone fixes it, I guess these workarounds are all we got. Thanks for the tips and information, it definitely helps.
@YasinBolat
@YasinBolat 3 жыл бұрын
An excellent tutorial to solve my shadow and artifact problems that I have been struggling to understand for a long time.
@TheSkunkyMonk
@TheSkunkyMonk 3 жыл бұрын
Watched a few now, only come to find out about lattices, but left knowing so many keyboard shortcuts and other useful tricks :D Thank you for some very clear and well explained tutorials!
@rasicule
@rasicule 7 ай бұрын
I have watched a couple of your videos. Insanely good and helpful content. You have my sub.
@kevingardner7782
@kevingardner7782 4 жыл бұрын
Josh, excellent tips, any tips on how to stop the bevel from ' thinning' after a Boolean, ???
@matteodipa
@matteodipa 4 жыл бұрын
This video is gold! It is exactly what I needed right now!
@JoshGambrell
@JoshGambrell 4 жыл бұрын
Glad it helped Matteo!
@silvertube52
@silvertube52 2 жыл бұрын
Thanks for the tutorial. Artifacts can be even more of a problem when making models for 3D printing.
@MOUATEZTV
@MOUATEZTV 3 жыл бұрын
Bro this is so useful and AMAZING ! I never knew that boolean cuts always need two vertices to connect to ! now that i know it can be really creative solving Booleans in the future thanks to you !
@TheSnekkerShow
@TheSnekkerShow Жыл бұрын
Great video. As a new Blender user, this has been driving me nuts. It's good to know, but it's also frustrating to know that the simplest way to get rid of lines I don't want is to add more lines I don't want.
@Trainfan1055Janathan
@Trainfan1055Janathan 3 жыл бұрын
What do you do if the loop cut won't wrap around the mesh and won't work?
@Trainfan1055Janathan
@Trainfan1055Janathan 3 жыл бұрын
Never mind. It was further into the video.
@zwthori1857
@zwthori1857 3 жыл бұрын
do it withe the kinfe tool
@dippinoutfool
@dippinoutfool 3 жыл бұрын
its further in the video. ah and you realized further in the replies....welp
@sunilshrestha7065
@sunilshrestha7065 3 жыл бұрын
@@zwthori1857 2
@LLandulpho
@LLandulpho 4 жыл бұрын
U saved my life bro, best tutos on the net!! God bless u!
@JoshGambrell
@JoshGambrell 4 жыл бұрын
Cheers Leonardo, appreciate it!
@lawrencedoliveiro9104
@lawrencedoliveiro9104 4 жыл бұрын
11:27 Or you could use a vertex group to constrain its influence.
@JoshGambrell
@JoshGambrell 4 жыл бұрын
That's a good idea
@brentpolite
@brentpolite Жыл бұрын
Yo Josh, this was a great video. Very helpful! Thank you for putting this together!
@user-mg1utr1p
@user-mg1utr1p 2 жыл бұрын
It is very useful tips, wish you will make a playlist with such fixing videos
@zacsamuel7295
@zacsamuel7295 3 жыл бұрын
Thank you for sharing so much of your experience!
@akulyk9718
@akulyk9718 4 жыл бұрын
I like how you explain subjects in your tutorials simple and easy to understand and straight to the point, I learned a lot in Blender because of it. Hope you get more subscribers!!
@JoshGambrell
@JoshGambrell 4 жыл бұрын
Thank you Eigh
@JonaDVargas
@JonaDVargas 4 жыл бұрын
Youre a life saver... great tutorial!
@Youshisu
@Youshisu 2 жыл бұрын
Thanks Josh! I have learned something today.
@jazzew
@jazzew 2 жыл бұрын
Thank you, Josh! This was really helpful! I JUST learned about giving Blender edges to work with when filling a surface. I didn't know about the weighted normals or weld modifiers, though! That's awesome! I gotta make some more things, now. Ha ha!
@3dcadtutorials610
@3dcadtutorials610 4 жыл бұрын
Thanks for that! I had similar issues before to those at 7:45, and I tried to 'fix' them by adjusting the setting. I've never thought to solve the issue by adding a few edges.
@ajaywagaskar4705
@ajaywagaskar4705 3 жыл бұрын
Thanks a lot😭 i was strugling with this sinse i started blender a month ago i just can't thank you enough🙏
@z1_Rome
@z1_Rome 4 жыл бұрын
Appreciate it. I've been struggling a little bit with that using hard ops. I wasn't looking for it but luckily it was recommended.
@dariuszscharsig568
@dariuszscharsig568 Жыл бұрын
Still relevant AF! Thanks Josh.
@Roman.Thanks
@Roman.Thanks 6 ай бұрын
watching this after 4 years and this still helpfull Thanks
@JacobKinsley
@JacobKinsley 4 жыл бұрын
Cad software be like "just flatten the normals it's fine"
@meowbyte5655
@meowbyte5655 4 жыл бұрын
cad software...heh more like chad software
@JayquanDeMarcusWashington
@JayquanDeMarcusWashington 3 жыл бұрын
@@meowbyte5655 ZIIIING
@Nebulous6
@Nebulous6 7 ай бұрын
CAD software has its own demons (and only does a fraction of what a full 3D app can do). I've been using CAD software since the late 1980s and still do today. And I use Blender (and will continue to).
@orcsaid9504
@orcsaid9504 4 жыл бұрын
absolute life saver, thank you so much bro. these vids are great
@marcelsalvia1351
@marcelsalvia1351 3 жыл бұрын
awesome videos Thank you fo all your support! from Argentina
@JoshGambrell
@JoshGambrell 3 жыл бұрын
Thank you Marcel, best wishes from the States!
@md.rabiulalamhridoy7391
@md.rabiulalamhridoy7391 4 жыл бұрын
Solved some of the issues i faced earlier. Thanks a lot man... The way you describe is really nice.
@onurerbay7672
@onurerbay7672 4 жыл бұрын
So many life saving informations packed in 13 minutes :) This is pure gold!
@JoshGambrell
@JoshGambrell 4 жыл бұрын
Cheers my friend :)
@onurerbay7672
@onurerbay7672 4 жыл бұрын
@@JoshGambrell yesterday enrolled in your hardsurface modeling course, that rocks also
@DarkAutumn3D
@DarkAutumn3D 3 жыл бұрын
I've been a 3D model artist for about 20 years now and adjusting the topology always seems to work for me when things like this happen =)
@ManosZafirakis.ShapeMixStudio
@ManosZafirakis.ShapeMixStudio 4 жыл бұрын
Great tutorial Josh !!!
@nishilbhartiya
@nishilbhartiya 9 ай бұрын
extremly useful and informative!
@s0ullessh1ll
@s0ullessh1ll 3 жыл бұрын
Dude, just...thank you!Not gonna lie,when i found your channel, it's been like chest full of different useful and magic artifacts!❤️
@JoshGambrell
@JoshGambrell 3 жыл бұрын
Boom! That’s how we roll!
@hopefulkoala01435
@hopefulkoala01435 3 жыл бұрын
insane how useful and helpful this is, subbed and thank-you
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