As much as I love all the modelling tools available, I still find this kind of modelling to be the most rewarding. I hope new users don't skip this part in their journey as it is still very relevant today. Quad puzzles are fun to solve.
This, for me, is the most annoying part of graphics design, period. I don't want to concern myself with topology, which is why I find parametric/CAD and sculpting so much more suitable for modelling. I can see how it's fun to play around with, and I get why topology is important, but it's just distracting from the actual design work. This is the kind of work the computer was invented for.
it gets better with practice but without practice no amount of videos or explanation can help. Eventually cases repeat and its a matter of optimizing puzzle solution within more compressed and more compromised areas.
I tried to stay away from buying HardOps for awhile even seeing videos on it numerous times. I finally bought it a few days ago.... I kick myself in the ass for not buying it sooner.
it exists for a reason. But the longer you wait the better it is. Its better for one to understand the utility and the need than to be green and interpret us as an easy button.
This was an amazing video, learned so much from it. I hate working with cylinders and I am really bad at union bools, but this should help!! Thank you!!
You are putting hard work lately with the videos, it is very much appreciated. I would also like to mention that I think it is great that you take your time to interact with the community. I have been on the discord a few times and most of the time you seem to be there trying your best to help new users with their issues. You cool bro.
i try my best. My goal is to have a link for every situation. I am almost caught up on my backlog of work. I still gotta talk about ModScroll2Adjust which is part of modscroll now.
@9:46 it didn’t merge anything x) this used to happen to me all the time. The ptsd I received from having to figure out why it was still non-manifold will forever haunt me, but serves as a proper reminder to always watch the merge count to see if it really merged at the default value or not.
At 4:38, your knife options are different than mine. I tried using standard knife tool and the HardOps knife tool, but neither worked the way yours does. I'm guessing something updated and no longer works this way? Regardless, this was a fun one to practice along with. Thanks for sharing!
hey, i'm not sure if this has been addressed already, but is there any specific reason you use 'visual geometry to mesh' rather than a smart apply? wouldn't it just be easier to press Q and alt click on ever scroll?
cause i mean to apply it all sometimes. In the context of this demo I was getting down to the nitty gritty. also I still enjoy talking about vanilla stuff for the folks who are just starting out in blender. I visually applied to apply everything and have nothing remain. Everscroll / smart apply are for situations of a more particular nature. But when it comes to client style work I tend to get down to the brass tax on meshes.
EN: Large cylinders with a division of 32, a small cylinder with a division of 16, and no problems with the topology, everything fits perfectly! For some reason, you made a small cylinder with the same partition (32) as for large cylinders, and as a result, you got a dense topology. Remember: the smaller the cylinder, the fewer faces it should have, unlike the main object. RU: Большие цилиндры с разбиением 32, маленький с 16, и никаких проблем с топологией, всё стыкуется отлично! Вы зачем то сделали маленький цилиндр с таким же разбиением (32), как и у больших цилиндров, в итоге получили плотную топологию. Запомните: чем меньше цилиндр, тем меньше граней у него должно быть, в отличие от основного объекта.
Guys two questions and for MasterXeon as well, how can I fix these two issues: 1-while performing a cut operation, the shape is disappearing and I have to cancel and do it again. 2- The Cavity options turns off a lot, mostly when I perform a curve extract. I will appreciate any help
might need to report it to the help channels. So we can see a gif or mp4 of what is occurring hardops-manual.readthedocs.io/en/latest/contact_help/#hardops-hops-button
For a second I thought you taught Apple how to use Hops, but I stayed for the "We don't want to fill that way because it gave us a whole bunch of yellow. It kinda peed in that face." "We need to add a loop to subjugate this area properly." Is this a nod to subdiv modeling wins? I'm so confused now. Have you been unduly influenced by KitOps2 Design Magic? What's this "Polygon Debug" thing? I watch holly wood and indie movies for a few months, come back and everything changes! I wonder if you have ever been thinking about how auto triangulate fubar's models for Marmoset or Substance Painter (even RizomVS detects the weirdness). I ran into that issue recently while UV'ing a model to texture it. I think it's a topology problem too, but to triangulate by hand would take forever (ok, maybe not). It seems the issue(s) occur around circular bools, but sometimes with beveled squares in large ngon faces too... even though it has nice attachment points. There is NO extra verts or edges (or faces) in the model's parts...
Polygon debug was introduced Feb 19, 2021 ua-cam.com/video/5oW3RqCmXjw/v-deo.html Geometry and perimeter subjugation is key to subdivision conversion. Topostudy is a series ua-cam.com/play/PL0RqAjByAphH9emGFNAcha1prKi1P_I3n.html
@@masterxeon1001 Man and I thought watching holly wood movies wasn't dangerous. I have a lot of homework to do... but at the same time I have to maintain focus. A conundrum indeed. Do you think I was in the right frame of mind to create so close to the results of the first week of November, i.e., Feb 19th? (Spoilers: no.) Looks like I'm gonna have to read the docs too... Thanks for the feedback.
As much as I love all the modelling tools available, I still find this kind of modelling to be the most rewarding. I hope new users don't skip this part in their journey as it is still very relevant today. Quad puzzles are fun to solve.
It's fun until you have 3000 pieces due in 2 days haha
@@picosdrivethru Oh yea then it really is fun 😂
This, for me, is the most annoying part of graphics design, period. I don't want to concern myself with topology, which is why I find parametric/CAD and sculpting so much more suitable for modelling. I can see how it's fun to play around with, and I get why topology is important, but it's just distracting from the actual design work. This is the kind of work the computer was invented for.
@@ronnetgrazer362 exactly, design in cad and then take care of the remeshing via automated/good scripts if you need a clean mesh
I hope so too!
Man I feel exactly like what your description says : Topo solving is a real (and fun) riddle.
it gets better with practice but without practice no amount of videos or explanation can help. Eventually cases repeat and its a matter of optimizing puzzle solution within more compressed and more compromised areas.
I tried to stay away from buying HardOps for awhile even seeing videos on it numerous times.
I finally bought it a few days ago.... I kick myself in the ass for not buying it sooner.
it exists for a reason.
But the longer you wait the better it is. Its better for one to understand the utility and the need than to be green and interpret us as an easy button.
This was an amazing video, learned so much from it. I hate working with cylinders and I am really bad at union bools, but this should help!! Thank you!!
every solve aims to teach something!
You are putting hard work lately with the videos, it is very much appreciated. I would also like to mention that I think it is great that you take your time to interact with the community. I have been on the discord a few times and most of the time you seem to be there trying your best to help new users with their issues. You cool bro.
i try my best. My goal is to have a link for every situation. I am almost caught up on my backlog of work.
I still gotta talk about ModScroll2Adjust which is part of modscroll now.
Your amount of knowledge is breathtaking. Keep up the great work!
the goal of this content is to get users on the same page. Or at least have a point of reference for them to start from.
Спасибо за прекрасную лекцию.
Я стараюсь, как могу. Рад, что вам понравилось.
Переведено google
This was awesome and exactly what I needed! thanks Master X
Glad you enjoyed it!
@9:46 it didn’t merge anything x) this used to happen to me all the time. The ptsd I received from having to figure out why it was still non-manifold will forever haunt me, but serves as a proper reminder to always watch the merge count to see if it really merged at the default value or not.
in the later studies I hit it with the ctrl + T then alt + J
@@masterxeon1001 pls, stop being so poetic 🫠❤️
At 4:38, your knife options are different than mine. I tried using standard knife tool and the HardOps knife tool, but neither worked the way yours does. I'm guessing something updated and no longer works this way? Regardless, this was a fun one to practice along with. Thanks for sharing!
knife changed in 3.0
docs.blender.org/manual/en/latest/modeling/meshes/tools/knife.html
when in doubt check the docs!
Great!
glad you enjoyed!
Awesome
aw tanks!
You really do live up to your screen name, wow
a blessing and a curse.
hey, i'm not sure if this has been addressed already, but is there any specific reason you use 'visual geometry to mesh' rather than a smart apply? wouldn't it just be easier to press Q and alt click on ever scroll?
cause i mean to apply it all sometimes. In the context of this demo I was getting down to the nitty gritty. also I still enjoy talking about vanilla stuff for the folks who are just starting out in blender. I visually applied to apply everything and have nothing remain. Everscroll / smart apply are for situations of a more particular nature. But when it comes to client style work I tend to get down to the brass tax on meshes.
@@masterxeon1001 ohhhh okay that makes sense, thanks. i thought i might've been missing something that one or the other did in specific situations lol
EN: Large cylinders with a division of 32, a small cylinder with a division of 16, and no problems with the topology, everything fits perfectly! For some reason, you made a small cylinder with the same partition (32) as for large cylinders, and as a result, you got a dense topology.
Remember: the smaller the cylinder, the fewer faces it should have, unlike the main object.
RU: Большие цилиндры с разбиением 32, маленький с 16, и никаких проблем с топологией, всё стыкуется отлично! Вы зачем то сделали маленький цилиндр с таким же разбиением (32), как и у больших цилиндров, в итоге получили плотную топологию.
Запомните: чем меньше цилиндр, тем меньше граней у него должно быть, в отличие от основного объекта.
thanks for the comment!
why doesnt the knife tool now work for me, it does not cut straight line when i press C.
in later versions of blender it might have changed. Consult the onscreen help
Guys two questions and for MasterXeon as well, how can I fix these two issues: 1-while performing a cut operation, the shape is disappearing and I have to cancel and do it again. 2- The Cavity options turns off a lot, mostly when I perform a curve extract.
I will appreciate any help
might need to report it to the help channels. So we can see a gif or mp4 of what is occurring
hardops-manual.readthedocs.io/en/latest/contact_help/#hardops-hops-button
nice
Thanks
For a second I thought you taught Apple how to use Hops, but I stayed for the
"We don't want to fill that way because it gave us a whole bunch of yellow. It kinda peed in that face."
"We need to add a loop to subjugate this area properly."
Is this a nod to subdiv modeling wins? I'm so confused now. Have you been unduly influenced by KitOps2 Design Magic?
What's this "Polygon Debug" thing? I watch holly wood and indie movies for a few months, come back and everything changes!
I wonder if you have ever been thinking about how auto triangulate fubar's models for Marmoset or Substance Painter (even RizomVS detects the weirdness). I ran into that issue recently while UV'ing a model to texture it. I think it's a topology problem too, but to triangulate by hand would take forever (ok, maybe not). It seems the issue(s) occur around circular bools, but sometimes with beveled squares in large ngon faces too... even though it has nice attachment points. There is NO extra verts or edges (or faces) in the model's parts...
Polygon debug was introduced Feb 19, 2021
ua-cam.com/video/5oW3RqCmXjw/v-deo.html
Geometry and perimeter subjugation is key to subdivision conversion.
Topostudy is a series
ua-cam.com/play/PL0RqAjByAphH9emGFNAcha1prKi1P_I3n.html
@@masterxeon1001 Man and I thought watching holly wood movies wasn't dangerous. I have a lot of homework to do... but at the same time I have to maintain focus. A conundrum indeed.
Do you think I was in the right frame of mind to create so close to the results of the first week of November, i.e., Feb 19th? (Spoilers: no.) Looks like I'm gonna have to read the docs too...
Thanks for the feedback.
Even though this is a really great vid, but I will miss fusion 360 when I have to do this type in blender...
fusion is still there for ya.
"Rather unsatisfactory" 2:20
It's a damn nightmare is what it is
lol. it hurts my body everytime to see it.