Google is truly terrifying, I googled iron texture yesterday for a pipe on blender without specifying it was for blender and now I get a tutorial to do pipe on blender.
@nixonmanuel64592 ай бұрын
You should tell people how to "start with a single vert". I had to search that, then come back. Thank you for the great tut.
@HuyPham-starderАй бұрын
ye, thats all what i need
@RoyBeerZ25 күн бұрын
You should tell what you found, because I too had to search! One need to enable the plugins for Add Curve and Add Vector called "Extra Objects"
@baconrawrr5 күн бұрын
(in Object Mode) Add > Mesh > Single Vert > Add Single Vert Also, if you're having trouble extruding that vert--like it won't actually extrude anything, make sure you're on Vertex selection mode. not Face or Edge. That tripped me up too. This is a very helpful tutorial overall though
@KlutchDecals4 ай бұрын
THis is awesome. The part where you said "Unless you have a really good plumber, they wont like up" is weird though because all the pipes come pre set perfectly from the factory, we just add the bolts so they actually do line up lol. Still love it!
@bytedozer4 ай бұрын
@@KlutchDecals genuinely didn’t know that, you learn something new every day 😂
@KlutchDecals4 ай бұрын
@@bytedozer Ay you taught me something too! My dream is to be where youre at so keep grindin homie!!
@ZeroStrife13964 ай бұрын
I think there was a misunderstanding. He meant the exact rotation of each bolt and nut won't line up with the others. If a nut is needed at the other end, the pipes' flanges probably don't have threads and the bolt/nut pair is thus able to spin inside the hole even when tight, so the end rotation is random within a margin. That being said, you'd be surprised at how often a random rotation just so happens to "line up" two or more hexagons (a few degrees difference is "close enough" visually). If you meant pipes and bolts are indeed threaded consistently, so the end rotations for all of them does end up lining up as long as you use the same amount of torque on each (kinda like plastic bottle caps with molded detail), I'd find it hard to believe, but do apologize and would be interested in learning more about it.
@DrCranberry4 ай бұрын
As someone who works with pipes I love this! However, i'd recommend to anyone trying to do this, model out a weld, or a victaulic coupling, or something. Pipes are RARELY flanged in runs like these, and there are various types of pipe Welded, Screwed, Brazed, ect. ect. Flanges only exist for maintenance so you can take out a section of pipe without taking out the whole thing. Flanges IRL get a gasket in between them to make a perfect seal, and trust me it's hellish putting all those flanges together, especially if they're heavy. I say this because it could help resources with your game if you just put on a crude weld texture or model OF a weld instead of individual bolts and flanges, same thing if you were to model a victaulic coupling which would save 6 out of 8 bolts being modelled. Also your explanation of "not every bolt is lined up perfectly" is a little untrue. We have this thing called "two holing", which is making sure that the holes DO line up perfectly, because if they don't, god help you, especially if it's welded cause then you have to cut that entire piece out, and reweld it to make the holes line up. (Yes I AM the guy looking at pipes in video games for discrepancies)
@Zekium4 ай бұрын
Or you can go the geonode road once you reach the 0:40 part with those nodes : - Mesh to curve - Fillet Curve : Set "Poly", at least 6 "count" and a lower radius to start - Curve to mesh : Use a primitive curve circle as a profile curve (would require to reduce its radius) And here you go, you have the basics for a pipe. You can apply the geonode modifier if you want to convert it into a proper mesh (destructive operation).
@ShadeAKAhayate4 ай бұрын
But is there really a benefit to this in this specific case? It could be useful if geonode could be kept, but since you have to make flanges in arbitrary places and Blender doesn't have non-destructive workflow stack, you just have to collapse it to mesh. Meaning all this setup was just extra steps.
@chosenwolfgaming2 ай бұрын
This was a very good tutorial, thank you! But the big issue was since im new to blender, it was hard to follof along. Maybe consider slowing down a bit! Just for us newbies!
@Marc_Fuchs_19854 ай бұрын
This was very pleasing to watch. Very proper audio, very often when you watch such tutorials, the audio is just messy. Sometimes low fidelity, too close to the microphone, talking in a weird fashion or too low or very slowly and stuff like that. Makes many tutorials with good content hard to sit through.
@aia_shhi5 ай бұрын
Thanks man! I love that you made whole video how to. There are so many shorts that shows us little to non specific information how to actually make really cool pipes, but you did it ;D
@cd20284 ай бұрын
Jebus, it's like every moment of this video is packed with useful info
@beaconofwierd18834 ай бұрын
You can actually make the entire pipe body non destructively, if you use the radius entity information on the vertex you can make the extrusion without having to covert to curve and then mesh again. Very handy when you’re mocking up a scene and don’t know exactly how the pipes will go, or if you just want to do it even faster than this.
@ВольфгангПетерсон5 ай бұрын
Model whole pipes in the scene or in a game level as one mesh is not so flexible as it can be. - What if level designer wants to have pipes connected by the welding not by flanges? - What if there must be a gauge or valve in some place? - What if your country rules that there must be different coloring for water, steam, fuel pipes in the (building/ship/factory plant) and so on? - What if one need to have shiny new pipes, pipes with new paint (with different color options) on it, rusted one an so on? As for me I'd like to have small asset with straight pipe section, section bended by 90 and 135 degrees, C and U shaped sections, T and cross joints, few bolt flanges with different bolt count (higher the pipe diameter - more bolt to hold pressure), welded connection, some gauges, valves, terminating sections as different objects in one collection. Ideally there must be 2 version of those assets. High poly one with 32-vertices on pipe section or subdivision surface modifier applied. And low polygon version with 6 to 8 vertices on pipe cross section maximum. Low poly objects must have normal textures baked from high poly ones. Whole work building the pipes of your scene (game level) after that will include cloning, positioning and rotating those assets.
@pv86854 ай бұрын
there is a blender add on called "pipe generator" or something, that will fit pretty much all of your needs. (exept for the rust and new paint, therefore you will need a material add on or do them yourself)
@ShadeAKAhayate4 ай бұрын
A very solid video. Although with collection instances, you can go one step further and make a collection out of placed set of bolts. Then you can use that, which will speed everything up. The only thing I don't seem to overcome with this setup is Randomize Transform only applies equal rotation values to every instance.
@CarlosMartinez-xr9bi8 күн бұрын
Such a great tutorial! Thank you. Some of the shortcuts are quick. It would help if the key stroke indicator was on to see what hot keys you hit. Regardless, great stuff!
@kilburnvideos5 ай бұрын
Direct and to the point explanation. Thanks!
@humanharddrive14 ай бұрын
I really like how you go into the memory intricacies
@sanjaux4 ай бұрын
Your know your stuff, this was refreshing to watch
@SlimeTlme4 ай бұрын
How do you have all those materials to put on your models, the metals you dragged and dropped onto the mesh? I need to know how you performed such wizardry!
@ArchTeryx004 ай бұрын
This technique also works well when you want to create an unusual shape, like the arched stem of a hanging floor lamp or lantern. You'll still need to adjust the thickness of the edge loops up the shape to taper it, but I'm sure there's an automated way to do that too - I'm very early in learning Blender. I second asking where you got all those PBR textures from. A texture library like that is a BADLY needed tool for a lot of Blender intermediate folks. once you move past mesh modeling and start UV and texturing work.
@OrganicYetiBrawl5 ай бұрын
How did you learn blender? How long did it take?
@bytedozer5 ай бұрын
@@OrganicYetiBrawl i learned maya first in college but we only had 2 animation/modeling courses, i took both and was lucky enough to have the second advanced course co taught by a dreamworks lead modeler, the guy who made master shifun from kung fu panda actually, anyway for my thesis short film I pivoted to blender since I was gonna be freelance after college and didn’t want to pay for a maya license. Most of what I learned after that was online tutorials which is why I’m trying to give back now by making some of my own. It’s fully possible to learn from online tutorials though, my girlfriend self taught during covid and now works at a game studio as a senior artist
@ameermuhammad34635 ай бұрын
Can Are these course available now. If yes then please tell me names at least.. Thank you@@bytedozer
@bytedozer5 ай бұрын
@@ameermuhammad3463 I took a mixture of stuff from cg cookie and other tutorial sites, they’re still excellent, I’ll also be releasing more beginner geared stuff and full tutorials on this channel
@SlyNine4 ай бұрын
Cotton eye Joe.
@Dingle.Donger4 ай бұрын
Just look up a donut tutorial. You're always learning Blender.
@Ekjehejj54nkjfdss4 ай бұрын
Great straight-to-the-point video. Subbed.
@ZioSenkai4 ай бұрын
Holy, this is so amazing, gotta sub for you real fasttt
@هايبر4 ай бұрын
4:11 what’s name of the assets library?
@drjian68525 ай бұрын
What material library do you use?
@wukerplank4 ай бұрын
The part where you bevel the loop cuts for the joints, remove the faces, extrude the edges and then fill the edges was quite fast for me 😅 And I could not get Blender to fill those gaps individually 🤔 Other than that, I really like the approach!
@vger24 ай бұрын
Same. Lots of interesting things up until the 2 minute mark but that section, I didn't know WTF was going on. I'm sort of advanced beginner now with Blender modeling and my bevels and extrudes were making sh*t like 5 dimensional Escher geometry.
@ShadeAKAhayate4 ай бұрын
You can use 'Face - Extrude faces along normals' menu function to do the same without cutting these faces out.
@bytedozer4 ай бұрын
I’ll try and slow it down a bit in future vids!
@t.dub_102 ай бұрын
Thank you so this very helpful 😊😊😊... i have a question. Where do you get your materials from?
@pv86854 ай бұрын
awesome tutorial. easy to understand and follow along. what material assets are you useing there?
@oyyoboi67165 ай бұрын
question how do you add a single vertex point? can't find the answer online
@bytedozer5 ай бұрын
@@oyyoboi6716 enable the “mesh extras” addons in the addons tab, for 4.2 you might have to install it via extensions, not sure as I haven’t updated yet, once you’ve enabled that the single vert option should appear in the add object dropdown
@luckyboy5nu5 ай бұрын
you could also just add a plane and remove 3 of the vertices, then you'll be left with a single vertex point
@oyyoboi67165 ай бұрын
Made a plane and put merge at center and that worked :)
@lukas52204 ай бұрын
1:11 right click menu has the option too
@VirtualshopX4 ай бұрын
Thank you Sir.
@MileHiGuy9522 күн бұрын
how are you bringing up all those materials?
@bytedozer22 күн бұрын
I have them set up in my asset browser
@nothankyoutube4 ай бұрын
To slightly improve on your methodolgy, I would add modularity to the plan early. The pipe you created could be an elbow and a straight pipe or two. No need to have everything be bespoke. With a simple pipe kit yoi could make incredible networks. It will save lots of time in the long run, especially when it comes to the rest of production (uvs, baking, materials, export etc)
@acceptablecasualty5319Ай бұрын
When doing this, the pipes blender makes are not circular, but oval-shaped. I have an edge loop which i am trying to convert to a Pipe this way. Any ideas? Edit: Figured it out. Shape keys were wonky from using scale in constraints to modify the base object. Seems they were inherited from the object when converted to a 3D curve. Applied Scale and worked.
@bytedozerАй бұрын
If you’re getting odd or unexpected deforms in edit mode object mode transforms are usually the suspect
@renlaidao4 ай бұрын
Good sharing, nice work
@nodecrasher49914 ай бұрын
Tell me where you get all these PBR textures, I need them for real, but can;t find a solid reliable website
@ShadeAKAhayate4 ай бұрын
He wrote he took free ones from 'ambient CG' website.
@sjeiwow9qooqo15 күн бұрын
what veesion of blender is this?
@manw3ll999Ай бұрын
2:07 What?
@DK_ARTIST4 ай бұрын
Thank you! Saved lots of time with this method
@arte3dslideshow855 ай бұрын
Thanks for the video! Where can I get these materials that you applied to the piping?
@bytedozer5 ай бұрын
@@arte3dslideshow85 they’re from ambient CG and are totally free including for commercial use!
@oskarpalasz4 ай бұрын
2:05 - HOW?
@ShadeAKAhayate4 ай бұрын
He deleted the faces, then extruded the edges, then filled the space between those. Not really sure if you can do that safely enough without it trying to connect wrong ones. You can just extrude faces along normals to do the same.
@oskarpalasz4 ай бұрын
@@ShadeAKAhayate thank you!
@harfianmaulanamuh46504 ай бұрын
Have you done it? @@oskarpalasz
@polakinho34544 ай бұрын
Someone can tell me why when i extrude the vert it follow the axis and when i extrude it again he is not ?
@bytedozer3 ай бұрын
You've gotta use the key corresponding to the axis you want to extrude on with each extrusion, so each time you run extrude you have to press x y or z to lock that axis
@polakinho34543 ай бұрын
@@bytedozer yes but sometimes i press Z but it follow the Z and Y axis for some reason (i dont press shift) thanks for the answer anyway
@Absovec4 ай бұрын
That's not the best solution, not very flexible. After years of modeling i concluded that geo nodes are the best for this. In my case I use verts with two modifiers - bevel on verts and geonode with simple set of nodes that i've made myself, it basically takes verts, converts them into curve, then back to mesh, and with that it gives round profile. Very simple and flexible. Only issue that i want to adress is uv generation
@criminallyunderratedbuilder4 ай бұрын
i can tell theres a kid whos holding up the urge to type the nerd emoji
@travismason28114 ай бұрын
Close up those welds on the flanges look awful. I wonder if there is a addon for blender for adding in realistic looking welds.
@MeanderingBeing4 ай бұрын
A "stackodimes" plugin would be pretty awesome
@stoopidbastid64204 ай бұрын
good vid but you left out a lot of steps and shortcuts
@tbryson24 ай бұрын
I really think you need to do that a bit faster. Almost lost me there. 😂
@humenumene13 күн бұрын
Terrible video went way too fast and cut out crucial parts
@nathanieloakleaves57894 ай бұрын
Thinking there is only one way to accomplish something is a sign of stupidity and uselessness.