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.
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 UA-cam has a Playback speed option, heh. :)
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.
@@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.
@@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.
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.
@@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
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
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 UA-camrs 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).
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.
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.
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!
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".
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!
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.
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.
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 ^^
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.
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!
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.
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!
@@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.
@@woolenwoods665 Here's a great overview of its Dice feature with videos hardops-manual.readthedocs.io/en/latest/dice/ and the addon in action. ua-cam.com/video/y2QBY1SseLU/v-deo.html I hope youtube doesn't flag links.
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!
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!
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.
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
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.
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.
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.
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.
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 :)
Dude, I loved your video. I bet this is the most technical video ever, most UA-camr just give solutions without explanation, But you explain what caused the problem, That was simply WOW!
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?
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.
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 !
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.
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!
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.
I was a bit confused by this at first and I have been modelling since 1995 :) but it works great and you can use it non destructively ie I can keep my original low poly base, add the subd d, then boolean and then bevel. great stuff. 😁
What I found useful is putting weld mod there, then slide these edges until they're merged, adjusting the value may merge the cylinder vertices if I'm using a 64 verts cylinder
@@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.
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!!
"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.
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 :)
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.
Thanks Josh! I love using boolean mods but never really understood about the whole "connection" thing. This has opened my eyes! You have earned another Sub!
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 )
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
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!
Cutting an egg-shaped cavity out of an egg-shaped object, using booleans always requires some clean up. Merging two vertices that were practically on top of each other ruined my shading. Weighted normal modifier saved me from having to remake the whole thing over. 😎👍
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.
Thanks a ton Davide!
Agreed
SO true!!
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 UA-cam has a Playback speed option, heh. :)
U said exactly what I wanted to say...
Probably the best video on fixing Artifacts in Blender. Thanks, Josh.
Much better solutions than the re-topoligizing I've seen elsewhere.
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.
@@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.
@@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.
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.
@@howdlej123 a ngon is a polygon. Do you have any sources for GPU's 3D pipeline?
holy cow that "J" trick in vertices I didn't know about. THANK YOU MAAAN
Dude! I;ve been joining using F didnt even know you could just use J...
@@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
cow is holy in india only.
Thank you
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
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 UA-camrs 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).
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.
@@JoshGambrell yeah nice one mate
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.
"The most important thing is UNDERSTANDING WHY" was all I needed to hear to be a subscriber :)
what a simple way to address major rendering issues, excellent content, thanks
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!
Happy it helps!
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".
Thanks Chris!
sometimes it is enough to uncheck "loop slide" in the bevel settings
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!
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.
That’s my main goal and I’m super happy it helped you!!
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.
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 ^^
Love the quick key mention for a quick review of the wireframe.
I've been doing blender for 5 years and NEVER KNEW THIS? Thank you so much man!
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.
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!
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.
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!
@@JoshGambrell can u tell me more about this " dice in Hops" thing? is another app or an addon to blender?
@@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.
@@JoshGambrell thx for the reply!
@@woolenwoods665 Here's a great overview of its Dice feature with videos hardops-manual.readthedocs.io/en/latest/dice/ and the addon in action. ua-cam.com/video/y2QBY1SseLU/v-deo.html I hope youtube doesn't flag links.
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!
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!
Finally a great helpful tutorial for beveling and general 101 hard surface modeling.
I watched 2 of your videos and I learnt much more things from them than I learnt from whole tutorials......thanks man
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.
Really glad it helps you :)
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
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.
1. loop cuts
2. weighted modifier
3. weld modifier (place above weighted mod)
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.
So glad it helped you! Thanks for the comment.
I cannot find enough words to thank you for the knowledge Josh! Be healthy and smiled!
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.
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.
I actually understand why these happen and how to fix them, incredible vid
Quick and straight to the point, god bless!
Brother. I had given up before watching ur tutorial. What a masterpiece. Thank you!¡!
Oh yeah, the weighted normal modifier fixed my issues and saved my weekend! Thx!
Excellent tutorial for a beginner like me. I'm glad the UA-cam algorithm served it up!
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 :)
Happy to help, Graeme!
So simply solution to this problem and perfectly explained. New subscriber here.
This is the most helpful tutorial I’ve ever come across
Every one of your videos is worth watching, thank you teacher
One of the clean and helpful tutorial in the universe. Thanks a ton.
one of the best blender tuts I have ever seen
These tutorials are so helpful. Thank you for explaining the Why of blender and not just the how/what.
Dude, I loved your video. I bet this is the most technical video ever, most UA-camr just give solutions without explanation, But you explain what caused the problem, That was simply WOW!
waiting for more such videos...
can I know your plugins that display modifiers stats..thanks
Thank you man! This means a lot and I appreciate you.
Modifier Tools?
Or HardOps?
I've been a 3D model artist for about 20 years now and adjusting the topology always seems to work for me when things like this happen =)
Josh, thank you for the video. This really clarifies the issue with artifacts.
Thanks Josh, this one goes up there in my top ten most useful tips for sure!
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?
Hey man, thank you so much! I used a bevel modifier, but specifically HardOps for the quick shortcut :)
@@JoshGambrell Thank you very much.
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.
An excellent tutorial to solve my shadow and artifact problems that I have been struggling to understand for a long time.
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 !
Thank you so much. Clear, to the point and actually makes sense.
Its all about the connections...thank you for the wonderful video...well presented and easy to follow.
Pure gold as usual. Thanks
Thank you Curtis!
Dude, just...thank you!Not gonna lie,when i found your channel, it's been like chest full of different useful and magic artifacts!❤️
Boom! That’s how we roll!
this tutorial is just perfect! congratulations for your service to the blender nation
Thanks Gustavo!
this is one of the most useful tutorial that i ever seen. thank you this help me so much
That really was one of the best tutorials, easy to understand, and filled with a lot of information
Thanks Luka!
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.
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!
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.
I was a bit confused by this at first and I have been modelling since 1995 :) but it works great and you can use it non destructively ie I can keep my original low poly base, add the subd d, then boolean and then bevel. great stuff.
😁
What I found useful is putting weld mod there, then slide these edges until they're merged, adjusting the value may merge the cylinder vertices if I'm using a 64 verts cylinder
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!
Thank you for the support man! Let me know how you like it, I worked SUPER hard on it :D
@@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.
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.
This video is gold! It is exactly what I needed right now!
Glad it helped Matteo!
U saved my life bro, best tutos on the net!! God bless u!
Cheers Leonardo, appreciate it!
User: hey blender can I have a bevel here
Blender: not without watching tutorials about me for 2 hours you won't
This exact scenario was literally 30 minutes into my first experience with Blender.
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!!
Thank you Eigh
So much value in this tutorial, thank you
Solved some of the issues i faced earlier. Thanks a lot man... The way you describe is really nice.
Thank you for sharing so much of your experience!
Thanks for the tutorial. Artifacts can be even more of a problem when making models for 3D printing.
I learned so much than just fixing artifacts here. Thank you!
Thanks a lot😭 i was strugling with this sinse i started blender a month ago i just can't thank you enough🙏
"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.
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 :)
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.
Thanks Josh! I love using boolean mods but never really understood about the whole "connection" thing. This has opened my eyes! You have earned another Sub!
Thank you man! Glad to have provided some insight to booleans :)
Very very helpful . One of the best tutorial. Thank you so much
Thanks Josh..right in the heart of the problem, used to adjust just the bevel bahaha excellent and practical solutions
Excellent tutorial and contains a lot of trade's secrets! Thank you so much... You are a great teacher!
Thank you Mohamed! It is my pleasure.
Thanks Josh! I have learned something today.
Still relevant AF! Thanks Josh.
Youre a life saver... great tutorial!
Awesome. Thanks for all the boolean content. It's really opening my eyes on how to fix my cuts.
absolute life saver, thank you so much bro. these vids are great
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 )
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
Wow, this will save me so much frustration. Thank you!
Thanks so much! I learned a lot and can't wait to try some of these tips on my boolean cuts!
Even if i use different software it's always helpful to watch your work! Thanks for good ideas!
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!
Cutting an egg-shaped cavity out of an egg-shaped object, using booleans always requires some clean up. Merging two vertices that were practically on top of each other ruined my shading.
Weighted normal modifier saved me from having to remake the whole thing over. 😎👍
Thank you for this excellent and very helpful tutorial.
This is exactly what I’m looking for ! Thank you so much for your explanations 👍🏻👍🏻👍🏻👍🏻
So, the main idea is to use a wireframe mode in the case, when we need to find out how to fix an artifact. Thank you, it was very informative.
This is an amazing tutorial. Thank you!
12:34 this artifact actually looks natural in rendered view, like a crack
True!!
So many life saving informations packed in 13 minutes :) This is pure gold!
Cheers my friend :)
@@JoshGambrell yesterday enrolled in your hardsurface modeling course, that rocks also