The best way to make a tapered round base

  Рет қаралды 2,293

Artisans of Vaul

Artisans of Vaul

2 ай бұрын

What was I thinking?! While the Bridge Edge Loop tool is fine for making bases there is definitely a better way!
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Пікірлер: 46
@pekhotinyets
@pekhotinyets 2 ай бұрын
What I would do is cylinder. Extrude up. Face mode. Select top face. Size. Type "=36/39.5". Thoughts?
@NotSoMuchFrankly
@NotSoMuchFrankly 2 ай бұрын
Agree. I watched this for 5 minutes trying to figure out why that _wouldn't_ be obvious. But you don't have to extrude the top face, just grab it and type in the height. Apply scale.
@ArtisansofVaul
@ArtisansofVaul 2 ай бұрын
Totally viable. I had that on the video originally, but that felt like it required an explanation that extrusion isn't done as an actual measurement but as a proportion compared to 1 and that added a couple of minutes to the video which I was trying to keep more punchy. So I decided to leave that one out and keep in the method someone had commented in the previous video as it felt like a nicer thing to include for some audience/ comment "participation." I'm now regretting shortening the video 😅 But that's always the way. Getting the perfect video length when compared to detail is always a challenge.
@DerekGoveDesign
@DerekGoveDesign 2 ай бұрын
The method I'd use (works for irregular shapes too) is to select the top face of the cylinder, inset it by the specific amount you need, select the edge loop around what was the upper outside edge, and Dissolve them. The cone method is great for circular bases though.
@ArtisansofVaul
@ArtisansofVaul 2 ай бұрын
That's a good call for an interesting solution 👍🏻
@EmilySmirleGURPS
@EmilySmirleGURPS 2 ай бұрын
I use the simple deform modifier on a short cylinder with the ratio. The benefit of blender is that you can find something to suit your workflow.
@ArtisansofVaul
@ArtisansofVaul 2 ай бұрын
Agreed, there are many ways you can achieve something in Blender, which is great
@johnlynnbeck
@johnlynnbeck 2 ай бұрын
Oh wow, the Cone method is perfect for round bases! What I've been doing in the past (which would work for both square and round bases) is: 1. Add a circle or a plane. (if circle, fill it) 2. Select the face, hit I, and enter the diff bewteen top and bottom width/diameter / 2 2. Move the inner face up by the base's height. 3. Fill the bottom. The Cone is way easier for round bases. This method should still work well for square/rectangular basis, though.
@ArtisansofVaul
@ArtisansofVaul 2 ай бұрын
👌🏼 Totally agree with everything there
@k4x4map46
@k4x4map46 2 ай бұрын
interesting...surely there are multiple ways to do most things...liking the efficiency; not creating downstream issues being fast...lawdy
@ArtisansofVaul
@ArtisansofVaul 2 ай бұрын
👍🏻😁
@trinkjoghurt9077
@trinkjoghurt9077 2 ай бұрын
For sqare bases you can just factor in the ratio of the diagonal vs the side of a sqare, which is half of the sqareroot of 2, so in other words about 0.707. So if you want a sqare 30mm base, then your cone radius should be r=30/2/0.707= 21.216
@trinkjoghurt9077
@trinkjoghurt9077 2 ай бұрын
Also thank you for making these videos. They are really interesting
@ArtisansofVaul
@ArtisansofVaul 2 ай бұрын
Cheers man. Thats very true you definitely can use things like the ratio, I just find the other method just as fast as working that out as (without explaining) it takes a couple of seconds. But for others this will be faster so thanks for commenting. 👍
@karinlofgren6359
@karinlofgren6359 2 ай бұрын
Great ❤
@ArtisansofVaul
@ArtisansofVaul 2 ай бұрын
Thanks 😁
@herculeholmes504
@herculeholmes504 2 ай бұрын
Gah, KZbin have been messing with my computer again, they've blocked features of KZbin Redux and the page is weird. I'm typing in a little bar on the side. Does anyone have a link to the old version of making bases? I want to know what this divide-by-2 thing is about and why this is better than just beveling a cylinder.
@ArtisansofVaul
@ArtisansofVaul 2 ай бұрын
Thats frustrating. So this video covers the dividing by 2 element (its basically about being able to remove data easily): kzbin.info/www/bejne/jZ6Yf62oaKxgY80si=Yksi7P61IqFWz3uc This is better than bevelling as you can have an exact size for the top and bottom. If you dont need that then it doesnt really matter.
@herculeholmes504
@herculeholmes504 2 ай бұрын
@@ArtisansofVaul Thankyou very much Mr V. 🙂I'll watch that video right now and find out what I missed.
@3ala2Aldeen
@3ala2Aldeen 2 ай бұрын
In 3dsmax you can add edit poly modefy, celect the upper face of the cylinder and scale it down, Is there anything similar to that in Blener?
@ArtisansofVaul
@ArtisansofVaul 2 ай бұрын
You can scale the top face in Blender too but it scales my a ratio of its size, not by a measured amount. Is this the same in 3dsmax?
@3ala2Aldeen
@3ala2Aldeen 2 ай бұрын
@@ArtisansofVaul yes it scales by ratio too
@superuser13
@superuser13 2 ай бұрын
Finally, F9
@ArtisansofVaul
@ArtisansofVaul 2 ай бұрын
😁
@Shadowknightneo
@Shadowknightneo 2 ай бұрын
How would you go about adding a magnet hole for the bottom of the base to stick a magnet into the base?
@ArtisansofVaul
@ArtisansofVaul 2 ай бұрын
I'd just make a cylinder a tiny bit bigger than the magnet and boolean it out of the base
@richardokeeffe8375
@richardokeeffe8375 2 ай бұрын
Never just one way
@ArtisansofVaul
@ArtisansofVaul 2 ай бұрын
Exactly!
@BuggsOp
@BuggsOp 2 ай бұрын
What happens if you use a cylinder>edge select> select button edge and scale out?
@everbita1723
@everbita1723 2 ай бұрын
That's what I was thinking too, I even think it would be more comfortable to change the size
@ArtisansofVaul
@ArtisansofVaul 2 ай бұрын
Thats totally possible, I just removed that section (but with scaling in) as it seemed a bit repetitive. It will just use some simple maths as scaling is done in comparison to 1, not as a unit measurement.
@RoseKindred
@RoseKindred 2 ай бұрын
The cone method is how I used to do the bases. But, I am trying to find a better way now to create the base where the bottom has lips and magnet holders, not solid flat like in the video. I can do it, just not effective yet.
@ArtisansofVaul
@ArtisansofVaul 2 ай бұрын
Hmm... Have you got a picture of the base in question? It sounds like an interesting problem
@RoseKindred
@RoseKindred 2 ай бұрын
@@ArtisansofVaul Not that I can easily show (YT filters). BUT, on "cult s" the design number, 324686 (FROZTYBEVERAGE's model) is similar to what I was talking about. I can do it, just takes too long and I get fragments from booleoning the "circles" that hold the magnets. Not an issue for 32mm bases, but when I want larger monster bases, those magnets help.
@ArtisansofVaul
@ArtisansofVaul 2 ай бұрын
@RoseKindred for the lip I'd just extrude in the bottom face, extrude it towards the top and then scale that in in Xray mode to check I'm keeping the base the same thickness.
@RoseKindred
@RoseKindred 2 ай бұрын
@@ArtisansofVaul I'll have to try that next time. What I was doing: Duplicate the cone/base. Scale it around so I have 2mm less on all sides while also reducing the height so it is 2mm from the top of the cone/base. Difference between the two bases. Paste in my "magnet holders" which are cylinders with the middle removed. Join them all. Bevel all edges.
@scruffini
@scruffini 2 ай бұрын
Is this to match a specific taper angle for a specific wargaming product? I make DnD minis and I honestly just eyeball it 🤷‍♂️
@ArtisansofVaul
@ArtisansofVaul 2 ай бұрын
Yeah, well in this instance I found it easiest to measure the bottom and top diameters using callipers.
@Prich319
@Prich319 2 ай бұрын
How about hex bases?
@ArtisansofVaul
@ArtisansofVaul 2 ай бұрын
Thats a good question. Assuming the diameter of a hex base is measured from one flat surface to the opposite one of the first method would need to be used. If its measured from a corner to an opposite corner the final method would be faster.
@smilexnl
@smilexnl 2 ай бұрын
Why not just create a cylinder, tab into edit mode, select the top face and scale it down? The math can be done in the dialog boxes.
@ArtisansofVaul
@ArtisansofVaul 2 ай бұрын
Yep it can. But then it needs to be done as a ratio and I think this is still simpler.
@smilexnl
@smilexnl 2 ай бұрын
@@ArtisansofVaul that ratio (or its inverse) would be the scaling factor
@richardconway6425
@richardconway6425 2 ай бұрын
Exactly what I thought. Just scale down the top face. What could be simpler?
@ArtisansofVaul
@ArtisansofVaul 2 ай бұрын
@@richardconway6425 I would say just typing in the size you want for the top face is easier than scaling it and putting in ratios is simpler. But each to their own, if that works for you, great.
@richardconway6425
@richardconway6425 2 ай бұрын
@@ArtisansofVaul yes, so this is all related to the fact that blender does not natively excel at fast precision design/modelling. Anyone coming from a technical design/engineering background will find this frustrating, because cad type software is optimised to do this very well. But my engineering background was all about drawing boards and using ink or pencil on translucent paper, so we could see the printed grid reference sheet underneath. People who grew up drawing and designing in this way would always have their calculator to hand, for exactly this reason, to constantly check ratios and dimensions, and angles. It's a way of thinking, and working. I still think in this way, and, when I first started using blender, I tried to work in this way too. I would always have a calculator open somewhere on screen, to do these same calculations, so I would have the ratio that I needed ready to use. But of course, if you know how, blender has all the tools you need to do this, they are just not very obvious. I wish blender had a fast cad ui mode. That would be good. Edit: the cone method is really good, and I thank you for bringing it to our attention. Again, unintuitive that the cone would have this functionality. It's a bit like, in terms of intuitiveness, taking a cylinder, and scaling the top face to zero. Have you tried this? It's reasonable to assume it would destroy the mesh, or least the top half of it, but it doesn't. If I remember correctly, you get a cone !! There is the small matter of a load of overlapping vertices at the point, but that is quickly solved with 'merge vertices'.
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