Fixing Artifacts in Blender | 2 Simple and Effective Solutions
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- Опубліковано 11 жов 2020
- Artifacts are something a lot of people struggle with, but shouldn't. They are actually quite easy to fix, regardless of the complexity of the model. In this video, I'll show you 2 simple and effective strategies for fixing them.
Perpendicular boolean connections video: • The RIGHT way to conne...
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Merge, Move, or Perpendicularize. Got it.
You get a pin for that one!
This was life in the early and mid-1990s. Glad to know those old skills are still useful. Actually, the manual repair process is kind of relaxing.
Oh, God Bless you! That means I'm not an crooked-hand, and everybody can make artifacts as well as fix them!
Josh is kinda Booleans God
EXACTLY what I needed, thanks a ton, please don't stop grinding this channel
everybody hates artifacts, but i love cleaning them up..thnx Josh
Yep. I did that beginner tutorial about 10 times since yesterday to drill this methodology into my head. First two or three times was to just listen to the video over and over and over and over again to get the concept in to my head. After that, turned BoxCutter, HardOps and MeshMachine off and started following it. By like the 5th of 6th time (get off my back, Josh, I have about 6 years older than Ryu 🤣), it actually worked. By the 10th, it helped tremendouly when I was trying to solve problems in other shapes I was trying to cut.
No shame in a bit of repetition!
Video of the year!!!!!!
Thanks! really simple solutions that I never thought about, thanks for the tutorial, very useful for my new project
Just the other day when I was working on the first mech there was a bit where I wanted to do an inset boolean to make a few cylinders look like rivets. The perpendicular connection fix worked like a charm to correct a few issues that emerged. Earlier I'd either have tried to maneuver them into a better place and probably failed to do much good, or worse, given up on the design element. My current level allows me to go from "oh crap" to "oh well, guess I'll fix it manually then", largely due to your tips.
Also, you might find boolean cleanup therapeutic, but to me it's a necessary evil. Thank god for mirrors, though, at least they save you half the work.
beautiful very good tut!
I really learned a whole lot from you, thank you. A relyable cleanup tool in the future would be nice to have. But I´m sure, all these smart Blender Gurus out there are allready on it.
Damn... this made me less afraid of booleans. Thank you! :D
Often times, turning off loop slide helps too!
That as well! Forgot to mention it.
@@JoshGambrell What is that menu that comes up around 5:12 and other times? Is that from a add on? I want to try it if it is can you tell me what one?
Honestly I think youtubers should write the add-ons they are using in the videos!
@@trevorthieme5157 I think the add-on is called BoxCutter.
what about shading artifacts due to normals? any other way to fix it other than normal transfer?
Good tips ! i'm using Maya, but i think the knowledge will apply, since the boolean fundamental is the same.
Is he using a add on for the menu that pops up around 5:12? Or is that a key bind I'm not aware of?
Hi ! I've started hard surface modeling thanks to your videos and I'm really enjoying it ! As a beginner I really love your content : precise information, good explanations and simple enough examples. Thank you very much for it !
I have a question about box cutter and hard ops. Are they dependent on each other, are they the same, can you use one without another ? I'm still a bit confused about it. ( I currently learning with vanilla workflow to get use to the boolean workflow but I consider to get add-on for it).
Sorry for the very long comment, have a great day !
Hi Valentin! They can be used separately but I DEFINITELY wouldn’t recommend it. They’re meant to go hand-in-hand.
@@JoshGambrell Ok, thank you very much for the answer !
3:30 Would it be okay to just select the whole model and merge by distance?
yes its absolutely fine
if there is a problem try updating blender
Josh, how do you turn the mesh when you draw the cutter with boxcutter? Every time I try and turn it, it applies the cut instead.
I'm not sure what you mean? I'm just using the numpad keys to swap from view to view.
@@JoshGambrell I mean if I start to draw out a box cutter shape in an ortho view and then want to rotate the view as i extrude the shape through the object I'm cutting. Was just wondering if there was a way to do that. If I try that, it just executes the cut before I can rotate the view.
@@massivetree7937 Oh yeah, well you can't do that as you're cutting, but you can shift to live or just press the tab key to pause the cut, but still have it in the view. Then you'll have these little dots you can move out once you pan around and choose how far you want the extrusion to go.
the process is great but remember that, that kind of lines are done with an accurate texturing, without affecting the topology of the mesh. ;)
weld works a bit better if put between the boolean and the bevel (set bevel to clamp overlap and increase the weld distance until the bevel appears), but of course one always has to be ready to get one's hands dirty and clean up things manually. ....
Don't and I mean don't do what I did. I made an intricate rod, with bevels, off-center cuts, boleans and inverted curved diagonal inlays and it had artifacts all over it. I planed to fix them all when I finished the rod. I then went off and got something to eat, talked with a friend for an hour, and then got back to work. Completely forgot about the artifacts, duplicated the rod 7x. Placed them in position, merged them to the rest of the object and carried on working on other areas. Then I noticed the artifacts an hour or so later. At that point I had gone completely past all my crtl+Z points. Which left me with about 5 hrs of zooming in on each artifact and correcting them on each rod. A painful lesson to be sure. I now have a post-it note on my monitor that says. FIX ALL ARTIFACTS BEFORE MOVING ON right next to a post-it note saying SAVE BEFORE RENDERING :/
This was physically painful to read man. I can only imagine the frustration and self-kicking it produced. On the other hand, it looks like you had a valuable lesson forcefully drilled into your brain.
Oof, fortunately my biggest mistakes have been the biggest benefits to me, since I don't make those mistakes again!
Also, maybe duplicate bits like that and move them to a collection before use, just in case!
I feel like it should be possible to automatically detect when artifacts are going to be generated in a modifier, and fix them before they happen, like maybe some kind of "safe-bevel modifier" or something
Aren't we so blessed with machine tools offset cut? We're spoiled now
Hi, I bought your course on gumroad, I was downloading the files but now I can't find in my gumroad anylonger, any clues to what has happened?
For anyone with the same problem, gumroad seems to archive things without asking, you can filter by show archived only
Hey man, did you figure it out or are you still having issues?
@@JoshGambrell Yes, I fugure it out, Gumroad had archived the course somehow, thanks
Josh, there's another way you can handle this without going destructive. Just edit the base mesh with cut or join to put support edges in where you know the Booleans are going to be. Edit: I'm talking about the mesh at the end of the video!
For this instance, he cuts it completely in half with a bool; he would still need to apply that one correct or is there a way to future reference in edit mode? I'm new to blender and trying to learn the non destructive workflow as I find myself deleting entire sections/rebuilding them as it's quicker then trying to fix it :\
At this point Josh should rename his blenderbros patreon to _booleanbros_ 😂😂
Would be more accurate 👌
Joke aside: Awesome video 👍 It's always helpful to see good boolean topology and how to fix artifacts!
Thanks Leo! Wee sure do love them booleans lol
This video: "Apply it! Don't @ me bro!"
Can I just say, I saw the guy on your UA-cam profile picture in real life yesterday. (Or maybe his clone)
Here is the video Josh is talking about connecting booleans perpendicularly: ua-cam.com/video/yzEUWZcQMI4/v-deo.html
The amount of work that's required to model such a simple mesh actually shows how bad blender is.
Welcome to 3D modeling
@@mrmeep2047 I mean it would take me like half the time to model the same object in C4D
I don't want to offend you, but the method to clean the mesh in the first example is unacceptable, people are not the clean machine, merge a few points is OK, but a bunch of points, NO. Merge a bunch of points manually is not the job people should do in modeling, I open this video is try to get some efficient way to clean mesh, but I got nothing, actually I already know an add-on to fix this problem, but it's destructive, so I'm looking forward something nondestructive method, but so far I have not found this method. T_T
It is acceptable. It is literally impossible to clean up all of those points in the video non-destructively. Feel free to keep searching for the solution, but you will not find it. Buy Mesh Machine for $40 and let that be the end of it. It's a 1-click and done deal. But don't spread misinformation to beginners watching this video, because this is the tried and true way to accomplish these tasks.
Separate by loose parts, select all points, merge by distance, click the lil box in the bottom left corner, increase the distance until it consumes all the overlapping verts
Or remesh the part using a third party remesher (there’s one where you can draw the flow of the remesh, it’s free i can’t remember the name) then the bevel should work better
@@JoshGambrell OK, I keep my own opinions and do not comment on your opinions. And thanks for your reply.
@@DangerDurians Thanks for your tips.