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.
@JoshGambrell4 жыл бұрын
Thanks a ton Davide!
@CodingWithBen4 жыл бұрын
Agreed
@richardgarber46184 жыл бұрын
SO true!!
@RabidAltruism4 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-dabbagh87104 жыл бұрын
U said exactly what I wanted to say...
@ProfessorOfHow4 жыл бұрын
Probably the best video on fixing Artifacts in Blender. Thanks, Josh.
@paolodinooddone4 жыл бұрын
holy cow that "J" trick in vertices I didn't know about. THANK YOU MAAAN
@frenzofficial44184 жыл бұрын
Dude! I;ve been joining using F didnt even know you could just use J...
@Unreality3D4 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
@m9jbhakar4 жыл бұрын
cow is holy in india only.
@Josephsasa Жыл бұрын
Thank you
@trelligan424 жыл бұрын
Much better solutions than the re-topoligizing I've seen elsewhere.
@howdlej1234 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.
@JoshGambrell4 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.
@howdlej1234 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.
@qnaman4 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.
@doculab3d3 жыл бұрын
@@howdlej123 a ngon is a polygon. Do you have any sources for GPU's 3D pipeline?
@jorgenjansson11334 жыл бұрын
sometimes it is enough to uncheck "loop slide" in the bevel settings
@stevenrogersfineart42243 жыл бұрын
"The most important thing is UNDERSTANDING WHY" was all I needed to hear to be a subscriber :)
@rnyt201 Жыл бұрын
Love the quick key mention for a quick review of the wireframe.
@nimroutrandomness12454 жыл бұрын
what a simple way to address major rendering issues, excellent content, thanks
@ChristianChessell3 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!
@JoshGambrell3 жыл бұрын
Happy it helps!
@legendaryphoenix86074 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).
@JoshGambrell4 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.
@legendaryphoenix86074 жыл бұрын
@@JoshGambrell yeah nice one mate
@frugal101914 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".
@JoshGambrell4 жыл бұрын
Thanks Chris!
@Leonscott8026 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
@onebeets4 жыл бұрын
User: hey blender can I have a bevel here Blender: not without watching tutorials about me for 2 hours you won't
@Lakius3 жыл бұрын
This exact scenario was literally 30 minutes into my first experience with Blender.
@blazejpopowicz13624 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.
@JoshGambrell4 жыл бұрын
Really glad it helps you :)
@espenstoro4 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.
@JoshGambrell4 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!
@woolenwoods6654 жыл бұрын
@@JoshGambrell can u tell me more about this " dice in Hops" thing? is another app or an addon to blender?
@JoshGambrell4 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.
@woolenwoods6654 жыл бұрын
@@JoshGambrell thx for the reply!
@dommafia4 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.
@bryanpivik8743 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.
@BGStNickBG10 ай бұрын
I cannot find enough words to thank you for the knowledge Josh! Be healthy and smiled!
@MichaelHickman3D4 жыл бұрын
Finally a great helpful tutorial for beveling and general 101 hard surface modeling.
@Omar_Dorrah4 жыл бұрын
I watched 2 of your videos and I learnt much more things from them than I learnt from whole tutorials......thanks man
@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
@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!
@Nebulous67 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.
@Henry004 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!
@marcoseliasmep4 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!
@sorodaxu-2 жыл бұрын
Brother. I had given up before watching ur tutorial. What a masterpiece. Thank you!¡!
@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!
@lordkiller9774 жыл бұрын
So simply solution to this problem and perfectly explained. New subscriber here.
@Constantchangemedia2 жыл бұрын
one of the best blender tuts I have ever seen
@Bruhbenson2 жыл бұрын
I actually understand why these happen and how to fix them, incredible vid
@viktorkalashnikov97423 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.
@2024-f8s3 жыл бұрын
Every one of your videos is worth watching, thank you teacher
@nicol19603 жыл бұрын
Oh yeah, the weighted normal modifier fixed my issues and saved my weekend! Thx!
@chlbrn4 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.
@JoshGambrell4 жыл бұрын
That’s my main goal and I’m super happy it helped you!!
@gfranks0073 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 :)
@JoshGambrell3 жыл бұрын
Happy to help, Graeme!
@not_herobrine37524 жыл бұрын
12:34 this artifact actually looks natural in rendered view, like a crack
@JoshGambrell4 жыл бұрын
True!!
@DerDermin8tor3 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.
@hazar3572 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 ^^
@emiliofahr5042 жыл бұрын
Excellent tutorial for a beginner like me. I'm glad the KZbin algorithm served it up!
@leonard-teo2 жыл бұрын
Josh, thank you for the video. This really clarifies the issue with artifacts.
@greenleaf16354 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?
@JoshGambrell4 жыл бұрын
Hey man, thank you so much! I used a bevel modifier, but specifically HardOps for the quick shortcut :)
@greenleaf16354 жыл бұрын
@@JoshGambrell Thank you very much.
@KonnerJohnson4 жыл бұрын
I've been doing blender for 5 years and NEVER KNEW THIS? Thank you so much man!
@00TheRealTC4 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.
@JoshGambrell4 жыл бұрын
So glad it helped you! Thanks for the comment.
@FoldedPaperFilms Жыл бұрын
This is the most helpful tutorial I’ve ever come across
@DrDemolition Жыл бұрын
Quick and straight to the point, god bless!
@TheSkunkyMonk3 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!
this is one of the most useful tutorial that i ever seen. thank you this help me so much
@ineverrrun4 жыл бұрын
One of the clean and helpful tutorial in the universe. Thanks a ton.
@virtualpixels91514 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!
@virtualpixels91514 жыл бұрын
waiting for more such videos...
@virtualpixels91514 жыл бұрын
can I know your plugins that display modifiers stats..thanks
@JoshGambrell4 жыл бұрын
Thank you man! This means a lot and I appreciate you.
@JoshGambrell4 жыл бұрын
Modifier Tools?
@JoshGambrell4 жыл бұрын
Or HardOps?
@MOUATEZTV3 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 !
@tomascoppinger85373 жыл бұрын
Its all about the connections...thank you for the wonderful video...well presented and easy to follow.
@danielstryver83882 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.
@JacobKinsley4 жыл бұрын
Cad software be like "just flatten the normals it's fine"
@meowbyte56554 жыл бұрын
cad software...heh more like chad software
@JayquanDeMarcusWashington3 жыл бұрын
@@meowbyte5655 ZIIIING
@Nebulous67 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).
@batesjernigan17732 жыл бұрын
These tutorials are so helpful. Thank you for explaining the Why of blender and not just the how/what.
@Shiv_fernando3 жыл бұрын
Excellent👍🏻this video was very helpful thank you very much 🙏🏼
@Toughbeard Жыл бұрын
Thank you so much. Clear, to the point and actually makes sense.
@alinayossimouse4 жыл бұрын
Josh: Let's just cut a hole in the top of this default cube Xbox Hardware Design Team: -frantically taking notes-
@kevinm37514 жыл бұрын
Thanks Josh, this one goes up there in my top ten most useful tips for sure!
@uzairbukhari994 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!
@JoshGambrell4 жыл бұрын
Thank you for the support man! Let me know how you like it, I worked SUPER hard on it :D
@uzairbukhari994 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.
@3dcadtutorials6104 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.
@lukakurdgelia32493 жыл бұрын
That really was one of the best tutorials, easy to understand, and filled with a lot of information
@JoshGambrell3 жыл бұрын
Thanks Luka!
@YasinBolat3 жыл бұрын
An excellent tutorial to solve my shadow and artifact problems that I have been struggling to understand for a long time.
@jazzew2 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!
@gugaestrada4 жыл бұрын
this tutorial is just perfect! congratulations for your service to the blender nation
@JoshGambrell4 жыл бұрын
Thanks Gustavo!
@davidboland53442 жыл бұрын
Love your tutorials. Such a great way to learn Blender! Curious if you could also do a tutorial expanding on this one where you fix artifacts on curved surfaces such as when you use a boolean through a sphere.
@michaelantonio66432 жыл бұрын
Thanks Josh..right in the heart of the problem, used to adjust just the bevel bahaha excellent and practical solutions
@robertniessner5543 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.
@georgios.marinoudis2 жыл бұрын
Very very helpful . One of the best tutorial. Thank you so much
@natesodders9932 Жыл бұрын
So much value in this tutorial, thank you
@DavidMaclin3514 жыл бұрын
This is a much better method than what I was taught!
@z1_Rome4 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.
@akulyk97184 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!!
@JoshGambrell4 жыл бұрын
Thank you Eigh
@silvertube522 жыл бұрын
Thanks for the tutorial. Artifacts can be even more of a problem when making models for 3D printing.
@matteodipa4 жыл бұрын
This video is gold! It is exactly what I needed right now!
@JoshGambrell4 жыл бұрын
Glad it helped Matteo!
@user-mg1utr1p2 жыл бұрын
It is very useful tips, wish you will make a playlist with such fixing videos
@dariuszscharsig568 Жыл бұрын
Still relevant AF! Thanks Josh.
@JonaDVargas4 жыл бұрын
Youre a life saver... great tutorial!
@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.
@rasicule7 ай бұрын
I have watched a couple of your videos. Insanely good and helpful content. You have my sub.
@ManosZafirakis.ShapeMixStudio4 жыл бұрын
Great tutorial Josh !!!
@kasuha2 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.
@BradyJohnston4 жыл бұрын
Can't believe I haven't come across your channel yet, great tutorial. Excellent explanations and very well paced!
@JoshGambrell4 жыл бұрын
Thank you Brady! Your comment is much appreciated :)
@LLandulpho4 жыл бұрын
U saved my life bro, best tutos on the net!! God bless u!
@JoshGambrell4 жыл бұрын
Cheers Leonardo, appreciate it!
@przemyslawkasperski24814 жыл бұрын
Great stuff Man, just bought your hard-surface modeling course.
@JoshGambrell4 жыл бұрын
I really appreciate the support man! Let me know how you enjoy it.
@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.
@Roman.Thanks6 ай бұрын
watching this after 4 years and this still helpfull Thanks
@zacsamuel72953 жыл бұрын
Thank you for sharing so much of your experience!
@md.rabiulalamhridoy73914 жыл бұрын
Solved some of the issues i faced earlier. Thanks a lot man... The way you describe is really nice.
@onurerbay76724 жыл бұрын
So many life saving informations packed in 13 minutes :) This is pure gold!
@JoshGambrell4 жыл бұрын
Cheers my friend :)
@onurerbay76724 жыл бұрын
@@JoshGambrell yesterday enrolled in your hardsurface modeling course, that rocks also
@Youshisu2 жыл бұрын
Thanks Josh! I have learned something today.
@3.S2 жыл бұрын
Even if i use different software it's always helpful to watch your work! Thanks for good ideas!
@s0ullessh1ll3 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!❤️
@JoshGambrell3 жыл бұрын
Boom! That’s how we roll!
@brentpolite Жыл бұрын
Yo Josh, this was a great video. Very helpful! Thank you for putting this together!
@stylezmorales2 жыл бұрын
Great video man, for the longest I wanted to find someone who can explain in detail when some of these features do but also when and in which situation are stone of these good for. A lot of tutorial people never explain why we are using some of these tools and techniques and even more important, I love that you go in depths as to why things work, why they don't work, and what the remedy I would need. Understanding why things happen in blender and how to fix them or avoid them is super helpful. So thank you for this video, gave you a in like and subscribe brotha. I appreciate you!
@roadykin4 жыл бұрын
Thanks for the video! That was something I dreamed of learing, but didn't quite know where to start. I'm modelling a lot for 3d printing and artifacts can mess up your print, sometimes even when you can't see them in viewports. I'm trying to make things in a non destructive manner, and after a certain point of complexity objects become just broken. So I figured out the way to deal with it by switchibg to OpenSCAD, which gives far less problems with booleans, but in some cases it's far more time consuming to make things there. So thanks again! I can rely on Blender more in this regard now )
@JoshGambrell4 жыл бұрын
Yeah for 3D printing booleans and topology don't really matter so long as it isn't littered with artifacts or non-manifold geometry. If I'm trying to design something to print, you'd puke seeing my wireframe hahaha
@hopefulkoala014353 жыл бұрын
insane how useful and helpful this is, subbed and thank-you
@nuclearattackwombat83904 жыл бұрын
"I don't think it's worth fixing artefacts 100%" - spoken like a man who doesn't have a 3D printer! Slicer software tends to choke on anything non-manifold. ;-) Seriously though, excellent video and some very helpful stuff. I already knew that adding extra cuts and such could help clear out artefacts, but I was unclear on exactly *why*. This should make cleaning up my 3D models a lot easier.
@JoshGambrell4 жыл бұрын
Awesome man! And thanks for that info. I very recently purchased an Ender 3 so I’m still very new on what to avoid or focus on when modeling for 3D printing. Cheers :)
@HeMe3iC3 жыл бұрын
There is also a "Harden normals" checkbox in bevel options which might help removing some artifacts
@Venter0004 жыл бұрын
Thanks a lot! Your videos help me immensely! I also like the way you explain things, it's so soothing (especially after a long maddening fight with artifacts).
@JoshGambrell4 жыл бұрын
Thanks Olga! Yeah artifacts are annoying but I’m happy the video helps out.