Mark Sharp vs. Crease vs. Seam vs. Bevel Weight vs.Weighted Normals - in Blender

  Рет қаралды 29,223

Ponte Ryuurui

Ponte Ryuurui

4 жыл бұрын

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Пікірлер: 86
@kevingardner7782
@kevingardner7782 4 жыл бұрын
Holy crap Ryu, I only asked for this yesterday I think and BAMMM you go ahead and do it, thank you , just what I needed 👍 as always
@PonteRyuurui
@PonteRyuurui 4 жыл бұрын
Was a good idea for a vid mate, so cheers!
@markhalliwell7776
@markhalliwell7776 Жыл бұрын
This is easily the most informative video on when to use these options (and therefore explaining them practically) that I have seen so far
@DavidAllen_0
@DavidAllen_0 4 жыл бұрын
Thanks, good stuff as always! Keep up the daily vids :)
@PonteRyuurui
@PonteRyuurui 4 жыл бұрын
Will do!
@davidesivolella5907
@davidesivolella5907 3 жыл бұрын
wow....10 minutes full packed of useful tips...I'm sure I'll refer to this video quite often in the future! cheers
@PonteRyuurui
@PonteRyuurui 3 жыл бұрын
glad it helped!
@arcanedame3015
@arcanedame3015 Жыл бұрын
Very good video, thank you!
@Wzxxx
@Wzxxx 4 жыл бұрын
Great explanation! Great channel
@PonteRyuurui
@PonteRyuurui 4 жыл бұрын
Much appreciated!
@invalidacess
@invalidacess Жыл бұрын
0:00 intro 1:07 Mark sharp 3:22 Crease 5:40 Bevel weight 9:59 Seams
@HippyDruid77
@HippyDruid77 4 жыл бұрын
Great examples and explanation. Cheers!
@PonteRyuurui
@PonteRyuurui 4 жыл бұрын
Glad it was helpful!
@jadwigavandelogt7534
@jadwigavandelogt7534 2 жыл бұрын
You've just saved my project for class. Thank you się much!
@MurilloPerecinotto
@MurilloPerecinotto 4 жыл бұрын
i love your educational videos, usually you break down common misconceptions and goes deep enough to showcase, the only thing for me is off is that you usually showcase that in the hardops workflow. There is nothing wrong with that, its just that it cuts off all the audience that does not have a hardops workflow, like my case, so when the hardops does all the "auto" stuff, I cant identify properly what it does. Other than that, still pretty valuable tips and insights.
@PonteRyuurui
@PonteRyuurui 4 жыл бұрын
Thanks man, yeah the whole idea is to show you guys how fast it is with addons, so more people use it. I try to show both ways but hops workflow feels so natural i sometimes forget to mention it. Why do you not use hardops? The bundle is a steal at 37 bucks.
@MurilloPerecinotto
@MurilloPerecinotto 4 жыл бұрын
@@PonteRyuurui im pretty new to 3d modelling so I try to keep learning the most on "vanilla" so I can understand the every day issues better. Ive got the HO/BC bundle already, but any time it does something that I dont know how to properly reproduce it makes me feel I dont know what Im doing. But I guess its just a matter of time before I get more matured in Blender both vanilla and addon workflow.
@PonteRyuurui
@PonteRyuurui 4 жыл бұрын
@@MurilloPerecinotto Dont give up man, I started with hops bc 3 machine addons, kitops and mira from scratch, so i had to learn all those and blender. Have a look at my hardops and BC videos, I have detailed guide on them, mind you a few things could have slightly changed because hops is evolving really fast. Here search this playlist: kzbin.info/aero/PLJrcFnBj2iIgOelGfcdz5ZKof-D4LSphA in addition look up this series that we created together with Josh Gambrell gumroad.com/products/OmOJF
@Puckerization
@Puckerization 4 жыл бұрын
A great explanation of the differences between them all. This is much appreciated. Thank you!
@PonteRyuurui
@PonteRyuurui 4 жыл бұрын
Cheers, glad you enjoyed it!
@localstout
@localstout 4 жыл бұрын
A tut on normal transfer in Mesh Machine would be cool. Thanks for all your hard work!
@PonteRyuurui
@PonteRyuurui 4 жыл бұрын
you are not searching hard enough mate! kzbin.info/www/bejne/mX3NpmyhmNKXnbs
@vladimirglow841
@vladimirglow841 3 жыл бұрын
The best blender teacher.
@PonteRyuurui
@PonteRyuurui 3 жыл бұрын
cheers mate!
@arjenplakke
@arjenplakke 4 жыл бұрын
Great vid.... again😃. Thanks Ryu
@PonteRyuurui
@PonteRyuurui 4 жыл бұрын
Glad you enjoyed!
@BarrettSmithBB
@BarrettSmithBB 8 ай бұрын
The best way to visualize what is going on is to turn on your vertices and face normal whiskers. Split is literally splitting your vert normal whisker from one to three whiskers.
@georgiosrigas8094
@georgiosrigas8094 2 жыл бұрын
Very helpful. Thank you so much
@PieterHanja
@PieterHanja Жыл бұрын
Thank you!
@pikachufan25
@pikachufan25 2 жыл бұрын
saved me lots of time Thank!
@PonteRyuurui
@PonteRyuurui 2 жыл бұрын
Great to hear!
@ropbon
@ropbon 4 жыл бұрын
My sensei thank you!
@PonteRyuurui
@PonteRyuurui 4 жыл бұрын
Happy to help!
@user-mw6jx9do5n
@user-mw6jx9do5n 2 жыл бұрын
Thank you so much sir
@PonteRyuurui
@PonteRyuurui 2 жыл бұрын
no problem
@peeriehooman1696
@peeriehooman1696 4 жыл бұрын
Any Advice to choose colors to use on a model,been playing with a si-fi crate but stuck on colors
@PonteRyuurui
@PonteRyuurui 4 жыл бұрын
I might actually do a vid on this one, not a bad idea that.
@DopeTV24
@DopeTV24 3 жыл бұрын
Hi, great video! One question: do I have to place seams on the same edges that I marked sharp?
@PonteRyuurui
@PonteRyuurui 3 жыл бұрын
thanks, no you dont, i do it because it is easy to slap them all with one click, then you need to manually remove all seams you dont need.
@DopeTV24
@DopeTV24 3 жыл бұрын
@@PonteRyuurui alright, thank you for your quick response
@denratnik9896
@denratnik9896 Жыл бұрын
Hello Ponte. At the time interval of 8:40, If you apply harden normals in bevel on the left object with sharp edges, won't this solve the problem of visible lines?
@PonteRyuurui
@PonteRyuurui Жыл бұрын
no you gotta remove sharp edge for this to go away
@denratnik9896
@denratnik9896 Жыл бұрын
@@PonteRyuurui Hi! I did this. I disabled weighted normals on the left object and enabled harden normals in bevel and visible lines disappeared on the left object and it cannot be distinguished from the right object.
@bogdanvasile5460
@bogdanvasile5460 8 ай бұрын
These make a lot of sense for me, but I got to ask: what if you're planning to bring the model into another app later on, like substance painter or marmoset, Zbrush etc. Will these methods work ? Or instead of crease for instance it's better to just bevel?
@PonteRyuurui
@PonteRyuurui 8 ай бұрын
Crease wont carry over, go with mid poly bevel.
@bogdanvasile5460
@bogdanvasile5460 8 ай бұрын
​@@PonteRyuuruithank you! What about weighted normals? Does using them allow the result to transfer over?
@PonteRyuurui
@PonteRyuurui 8 ай бұрын
just export it with other modifiers, but for game assets harden normals are usually better @@bogdanvasile5460
@MrCshx
@MrCshx 3 жыл бұрын
Finally, I've found the answer. Thanks a lot, Ryuurui. Now my ego is huge
@PonteRyuurui
@PonteRyuurui 3 жыл бұрын
lol, glad to be of assistance
@ivanpeluffo2841
@ivanpeluffo2841 3 жыл бұрын
B-weight in your voice sometimes sound like V-ray haha
@PonteRyuurui
@PonteRyuurui 3 жыл бұрын
could be worse lol
@SamandarSaidkhujaev
@SamandarSaidkhujaev Жыл бұрын
sorry for asking that but could you please do that tutorial without HardOps and Boxcutter? To make this more clear
@PonteRyuurui
@PonteRyuurui Жыл бұрын
I have never seen words "without hardops and boxcutter" and "to make it clear" used in the same sentence before. If you are still confused I suggest you grab our jumpstart course and learn the Blender basics: www.blenderbros.com/jumpstart
@omarmorales4469
@omarmorales4469 8 ай бұрын
I don't see Sharpe option
@kevinm3751
@kevinm3751 4 жыл бұрын
Question, I am wondering with these things I call trickery of modeling, how much of it will translate with the obj or whatever format you export it to be used in another software or application? I know there are some of these features that end in a total fail if you are modeling something that will be 3D printed because it is a feature that only works in the software, which is why I call it trickery.
@PonteRyuurui
@PonteRyuurui 4 жыл бұрын
You should be able to via fbx or obj but i would apply all modifiers. If you got issues with sharp maybe play with edge split modifier and apply it befoer export. In addition, you could always bake bevels on top of the non bevelled mesh.
@kevinm3751
@kevinm3751 4 жыл бұрын
@@PonteRyuurui Thanks for the great feedback. Yea I need to learn more about baking, I have a vague understanding of it but not up to speed working with it. Does sound like a viable solution and appreciate your take on this.
@DavidAllen_0
@DavidAllen_0 4 жыл бұрын
If you export as Obj, the mesh's modifiers becomes baked and the mesh is automatically tesselated to triangles for import into a game engine. This will also be your best option for importing into ZBrush if you don't wish to pre-apply your modifiers. For FBX, the modifiers are autoapplied as well, but it wont be tesselated, so you'll have plenty of Ngons everywhere. ZBrush *hates* this, it will import as an ugly heap of messy crap geo.. So if you want to export as FBX, I highly recommend that you add a *triangulate* modifier and set the minimum vertices to 5. Then export as FBX. Maya doesn't seem to like FBX at all unless it's triangulated prior to export. There IS an option in the Export for FBX under Geometry to apply modifiers btw. But disabling this option on doesn't matter for anything outside of Blender. All other applications preapply the modifiers anyways. Pretty useless. As for Substance Painter: fbx and obj all import equally the same, no issues across the board As for Unity: both formats also work equal. They're tesselated into triangles but all texture maps are removed upon import. So you'll need to manually import those and create new materials, add the texture maps to those materials and apply those materials to the mesh.. The usual, typical Unity workflow. To add: Basically, triangulate your mesh before export, it's a great practice to get into. As for baking, make sure you're using CUDA and Cycles render, the bake option doesn't work for Optix (rtx). Grant Abbitt has some videos on this matter. Really, it's simple once you do it a few times. The first time can be rather intimidating and confusing. No worries. For 3D Printing: use *STL* format for export. Any 3d Print program will gladly import that format without issue. Just be sure to tick the option for "selected only" upon export!
@PonteRyuurui
@PonteRyuurui 4 жыл бұрын
@@DavidAllen_0 Great info on Zbrush and Maya exports, I do not work with these, so I am learning here! And yeah totally agree with trialgulation done manually before export, especially to texturing softwares. SP has an awful triangulation algo.
@DavidAllen_0
@DavidAllen_0 4 жыл бұрын
​@@PonteRyuurui And SP's auto-UV unwrap is horrendous too lol. Though at least they're trying, but it's seriously *not* good. I've been hearing people say it's anywhere from "amazing" to "good enough". It's neither of those. it's shit. It stretches the limits of the UV islands. SP is only good at one thing and that's quickly bringing an object from 0% textured to 75% (100% being Hollywood-Award-Winning) within minutes.
@techboy2863
@techboy2863 4 жыл бұрын
hardops is awesome addon :D but im sad that i don't have that addon hahaha. well thank you sir for sharing tips :) . keep it up sir and god bless :)
@PonteRyuurui
@PonteRyuurui 4 жыл бұрын
You do not need hardops to follow up on this video. I actually show you how to sharps in vanilla.
@techboy2863
@techboy2863 4 жыл бұрын
@@PonteRyuurui yes sir. this tips helps me a lot. and thank you sir :) i keep watching tutorials about hard surface the vanilla way :)
@PonteRyuurui
@PonteRyuurui 4 жыл бұрын
@@techboy2863 you could also buy hardops ;-)
@vernonzehr
@vernonzehr 2 жыл бұрын
OH MY GOD! "Geeky an*l bullsh*t"... going to make a dang tshirt! Thanks for finally saying it! I know exactly what you mean.
@PonteRyuurui
@PonteRyuurui 2 жыл бұрын
haha, glad it it the spot
@pikachufan25
@pikachufan25 2 жыл бұрын
Sharpen Seperates the faces Virtually. Crease Controls Sub Division, Bevel Weight (which is a Thing found in the Bevel Modofier). useful when you want to Manually Controll the Size of the Bevel or in some Cases when the auto System Doesn't catch it you can manually Set it up by using Bevel Weight so it does catch it. Example A of Using Creases - you have a Cylinder and you want to use Sub-D but it makes it Looks Ugly, you use Crease to manually Say Where to Stop. Example A of Using Sharpen - you have 2 Objects that simply want to fight for Attention in the Topology level, you can use Crease to Hide that Error by Splitting them Apart Becareful, there is Many Situatuions Where Splitting will cause even more Issues so cleaning the topology is advice. Example A of Using Bevel Weights - You want to have 2 Bevels that are Just Ever so Slightsly too big to fit causing Lots of Errors in the Procress, well Don't worry Bevel Weights are here!, they can Controll the Amount of Bevel in a per Vertice way, just make Sure your Bevel Modofier is Set to Weighted and your Done!. all the Hotkeys in Vanilla Blender can be found by Pressing CTRL + E there probably Better Examples but i hope i got it kinda right XD. if not please tell me ;-; thank you!.
@pikachufan25
@pikachufan25 2 жыл бұрын
You can also found the Crease on the N Menu.
@PonteRyuurui
@PonteRyuurui 2 жыл бұрын
actually RMB is faster than ctrl e
@peeriehooman1696
@peeriehooman1696 4 жыл бұрын
Lol second,thank for the vid
@PonteRyuurui
@PonteRyuurui 4 жыл бұрын
any time!
@StuckGlitchin
@StuckGlitchin 2 жыл бұрын
Didn't come to learn hard ops, fine to teach about hard ops but you made the first few minutes too distracting
@PonteRyuurui
@PonteRyuurui 2 жыл бұрын
then learn how to stay focused
@Bergerons_Review
@Bergerons_Review 4 жыл бұрын
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