I love your videos! They are concise and to-the-point, and filled with so much extra info beyond the main topic. I learn so much in such a short period of time. I really, REALLY appreciate that. I'm so tired of videos that are filled with rambling and unnecessary information, that just end up wasting a bunch of my time, just so that I can get a tiny bit of new understanding. Thank you for what you do, and I can't wait to dig into these tutorials a lot more!
Hey, just found a way to get an even better precision with the solidify. Under the 'solidify' modifier properties, open the 'Normal' fold and check the High 'Quality'. With this checked I get 0.99998mm when settings are: Mode-Simple, Thickness-1mm, Offset-1.0, Unset Even-Thickness
Just found ur channel a few days ago, so many high quality videos, that are honestly fun to watch. Been going through watching and ajusting my workflow. One thing I wish there was a good video on, is object distribution, similar to inkscape's, there was an addon for it but it was removed by the owner.
Hey Highlyevil, I'm so glad you are enjoying my channel and the course. Well i'm happy to say in an upcoming video talking about organization I will be talking about distribution. I know the addon you are talking about and it's a real pain that it's no longer running. Maybe I'll see if I can make one for the organization video or find a free one that works well
The scaling along normals is not a consistently reliable solution, it depends a great deal on the geometry. It will not work for something like a vase that has a curved lip because the normals actual point "down" so the scaled mesh will actually be smaller in the z direction even though the objective is to scale it larger. Try the example with the monkey mesh.
Thanks for this comment. It has been a while, but I tried it out the way you suggested and I saw that after scaling (or extruding) along normals, you have the option to set "Offset even"in the bottom left dialog box... does that not fix it?
Hello! I have completed a model of a boat, but I'm encountering difficulty solidifying it. While scaling worked well for most of the boat, the front end is problematic, where it's becoming pointed. The bow's walls are intersecting, and ideally, the front of the boat should have a smoothly pointed and smoothed-out appearance, like a roof. I've consulted numerous experts, but none have been able to provide a solution. Any help or suggestions would be greatly appreciated. Thank you, Sincerely, Matej L.
Hi. Thanks for the instructive video. But for me, a intermediate beginner in blender, there is a question. At the end you have the exact measure you want, but for me there are just two icospheres into each other. What has that to do with the word "solid" ? I expect by the word solid that there is no space but only material between the outer and the inner rim? ist that not correct?
I don't know.But I found this channel few days ago accidently.But this was lucky for me.Because I learn a many thing about blender.But I didn't find any tutorial for accurate modeling.Luckily I found your channel.This whole playlist was awesome for me.I hope you will make some tutorial about how to make 3d model of technical drawings.Because there is no tutorial about this thing in blender.Good Luck with your channel.
I have a textured plane and for some reason, and I'm trying to make it thicker. I add the solidify modifier, and at first, it seems like it's working, but when I raise the "thickness" it just stays as plane form. (and yes a flat plane form, not a 3d flying plane) Answers? Alternatives?
Could one not use alt+e and extrude along normals instead of scale along normals? Would fill the gap between the created surfaces automatically instead of ending up with two shells... Or is there a reason against that that I don't see? (am a beginner after all...)
Excuse my ignorance as I'm very new to Blender, but will this automatically fill in the distances between the faces? I'm trying to solidify a car body with complex geometry, only by a few millimeters. I just want to make sure that I don't end up with two shells that are not connected.
I've been following your videos and they're really well set! Question, though... I'm working with a lot of curves and I need precise measurements to know where the curves will need to intersect. Is there a way, perhaps in Measureit that I'm not seeing to denote the length of a curve? Or ideally, I'd like to see it denote measurements by the inch as I need the curves to bisect at the inch marks like on a bendy ruler or something.
Hey there Noah, well long and the short... soon there will be a video out about arrays and I have a feeling that if you are using curves a lot that this video will be a must see for you. For now tho I would suggest that you google up how to array a vertex along a curve and this will give you some type of sudo curve ruler that you would be able to use with snapping.
there is a simple rule. Just don't use it after 2.8x. They fixed something, but in my opinion, it is worse now in 3.01. Maybe for simple things, low poly, no UV, stylized could be OK. My typical usage is, for extracted geometry, out of a sculpt modell. Normally i do quadremesher, then solidify and then multires to get some detail on it, what i can use later to bake normals. Sadly the modifier destroy the topology, if you want unwrap it, you enter the world of pain. sculpting remeshing make thing worse. It's an endless loop.
Vertices are in these examples corners. Why did you measure the cube based shapes edge to edge, then suddenly switch to the corners for the icosphere? Also, being a couple of thousandths of a millimeter off is probably acceptable tolerance limits for even NASA. ( to put this into perspective, this is about 30 times thinner than a sheet of paper ) All of that extra work is not worth it. Especially if you wanted to expand both inwards and outwards, where youd need to do that whole operation twice. Finally, I wouldnt call an icosphere a complex shape when every one of its vertices are exactly the same distance from the center, where scaling it like you did is about as simple an operation as possible.
evil-doer, I have a feeling you might have a miss understanding of the Alt-S operation. By all means only select what you want to move and then you can scale that in or out in the direction of the normal ( that is the key point, doese not matter where the center is at all.... In fact I think I even mention this int he video). The important bit here it's that it's based on the normal so in reality it dose not really matter that the shape is... and yes thousandths of a millimetre matter to some so if it does not matter to you great =)
@@Keep-Making I know exactly what alt s does, and you are completely skipping over the point I was making. You measure thickness of objects edge to edge, not inside corner to outside corner. Think of a square with thickness, you wouldnt measure how thick it is by the verts, right? Think of a triangle, same thing, you wouldnt measure thickness by the corner verts, right? What about a pentagon, would you suddenly start measuring thickness by its corners? What size polygon do you arbitrarily start mearing its thickness by its corners? Add to the fact that you are doing this in context of 3d printing and it makes it even more bizarre. You would want edge to edge measurements as its the smaller number. Because once the 3d model is printed, its easier to remove material than to add it. To think your series is about precision measuring where the way you measure suddenly changes depending on the shape is crazy to me. Where you are so strict that thousandths of a millimeter matter, but you just throw away how to properly measure thickness depending on the shape. THIS is the point I was making.
@@_evildoer Good point evil. With all that said to be frank.... this series is not designed just for 3D printing really. It's to do with precision modelling in blender on organic video production software to the best of my and blenders capability. Using solidify does not give me a desirable outcome and using alt - s does not give you and desirable outcome. I "like" alt s because at the end of the day I at least have control over one of the numbers that dictate my shape. It's all a thing of personal opinion at this point. Find the workflow that works for you and you're sorted ✌. I'm the future I'll be showing really precision offsets for precision modelling that that is VERY far along as that is WAY out of the scope of where we are in the series as it involves, driver and shapes keys. By all means evil if you think this series is now null and void, youtube is a very big place I'm sure there are plenty of others trying to tackle blender precision. I'm sorry if you think I've let you down that badly...
I got to say your ALT S Trick Worked, Thanks to you now I can keep the Shape Keys while I'm making my Models Thicker
I love your videos! They are concise and to-the-point, and filled with so much extra info beyond the main topic. I learn so much in such a short period of time. I really, REALLY appreciate that. I'm so tired of videos that are filled with rambling and unnecessary information, that just end up wasting a bunch of my time, just so that I can get a tiny bit of new understanding. Thank you for what you do, and I can't wait to dig into these tutorials a lot more!
Glad you like them!
I do my best to provide as must value as possible.
I agree 100%
Hey, just found a way to get an even better precision with the solidify.
Under the 'solidify' modifier properties, open the 'Normal' fold and check the High 'Quality'.
With this checked I get 0.99998mm when settings are: Mode-Simple, Thickness-1mm, Offset-1.0, Unset Even-Thickness
Awesome! Thanks for letting me know
Just excellent understanding. I'm dropping the solidify because it's also causing problems with my UV unwrapping.
Just found ur channel a few days ago, so many high quality videos, that are honestly fun to watch. Been going through watching and ajusting my workflow. One thing I wish there was a good video on, is object distribution, similar to inkscape's, there was an addon for it but it was removed by the owner.
Hey Highlyevil, I'm so glad you are enjoying my channel and the course. Well i'm happy to say in an upcoming video talking about organization I will be talking about distribution. I know the addon you are talking about and it's a real pain that it's no longer running. Maybe I'll see if I can make one for the organization video or find a free one that works well
Thanks for this video. What plugin did you use to get the "CAD" options along with the logo on the vertical menu ? Thanks
CAD Transform
precise and helpful
The scaling along normals is not a consistently reliable solution, it depends a great deal on the geometry. It will not work for something like a vase that has a curved lip because the normals actual point "down" so the scaled mesh will actually be smaller in the z direction even though the objective is to scale it larger. Try the example with the monkey mesh.
Thanks for this comment. It has been a while, but I tried it out the way you suggested and I saw that after scaling (or extruding) along normals, you have the option to set "Offset even"in the bottom left dialog box... does that not fix it?
Hello!
I have completed a model of a boat, but I'm encountering difficulty solidifying it.
While scaling worked well for most of the boat, the front end is problematic, where it's becoming pointed.
The bow's walls are intersecting, and ideally, the front of the boat should have a smoothly pointed and smoothed-out appearance, like a roof.
I've consulted numerous experts, but none have been able to provide a solution. Any help or suggestions would be greatly appreciated.
Thank you,
Sincerely,
Matej L.
Hi. Thanks for the instructive video. But for me, a intermediate beginner in blender, there is a question. At the end you have the exact measure you want, but for me there are just two icospheres into each other. What has that to do with the word "solid" ? I expect by the word solid that there is no space but only material between the outer and the inner rim? ist that not correct?
I don't know.But I found this channel few days ago accidently.But this was lucky for me.Because I learn a many thing about blender.But I didn't find any tutorial for accurate modeling.Luckily I found your channel.This whole playlist was awesome for me.I hope you will make some tutorial about how to make 3d model of technical drawings.Because there is no tutorial about this thing in blender.Good Luck with your channel.
Welcome!
Yes in the future I'll be doing a whole Blender Precision In Action playlist. Currently it only has one video but with time it will grow
this is brilliant, thank you. I'm wondering how this alt-s method compares to Shell in Fusion 360?
I have a textured plane and for some reason, and I'm trying to make it thicker. I add the solidify modifier, and at first, it seems like it's working, but when I raise the "thickness" it just stays as plane form. (and yes a flat plane form, not a 3d flying plane) Answers? Alternatives?
Could one not use alt+e and extrude along normals instead of scale along normals? Would fill the gap between the created surfaces automatically instead of ending up with two shells... Or is there a reason against that that I don't see? (am a beginner after all...)
When i work on Audi R8 solidify modifier broke edge on my model
Excuse my ignorance as I'm very new to Blender, but will this automatically fill in the distances between the faces? I'm trying to solidify a car body with complex geometry, only by a few millimeters. I just want to make sure that I don't end up with two shells that are not connected.
Like it shown in this video, solidify will fill distances between the faces if you have checked "Fill" in Rim section of modifier.
I've been following your videos and they're really well set! Question, though...
I'm working with a lot of curves and I need precise measurements to know where the curves will need to intersect. Is there a way, perhaps in Measureit that I'm not seeing to denote the length of a curve? Or ideally, I'd like to see it denote measurements by the inch as I need the curves to bisect at the inch marks like on a bendy ruler or something.
Hey there Noah, well long and the short... soon there will be a video out about arrays and I have a feeling that if you are using curves a lot that this video will be a must see for you. For now tho I would suggest that you google up how to array a vertex along a curve and this will give you some type of sudo curve ruler that you would be able to use with snapping.
Curve tools addon :)
Thaaaank you!!!:)
there is a simple rule. Just don't use it after 2.8x. They fixed something, but in my opinion, it is worse now in 3.01. Maybe for simple things, low poly, no UV, stylized could be OK.
My typical usage is, for extracted geometry, out of a sculpt modell. Normally i do quadremesher, then solidify and then multires to get some detail on it, what i can use later to bake normals. Sadly the modifier destroy the topology, if you want unwrap it, you enter the world of pain. sculpting remeshing make thing worse. It's an endless loop.
Vertices are in these examples corners. Why did you measure the cube based shapes edge to edge, then suddenly switch to the corners for the icosphere? Also, being a couple of thousandths of a millimeter off is probably acceptable tolerance limits for even NASA. ( to put this into perspective, this is about 30 times thinner than a sheet of paper ) All of that extra work is not worth it. Especially if you wanted to expand both inwards and outwards, where youd need to do that whole operation twice. Finally, I wouldnt call an icosphere a complex shape when every one of its vertices are exactly the same distance from the center, where scaling it like you did is about as simple an operation as possible.
evil-doer, I have a feeling you might have a miss understanding of the Alt-S operation. By all means only select what you want to move and then you can scale that in or out in the direction of the normal ( that is the key point, doese not matter where the center is at all.... In fact I think I even mention this int he video). The important bit here it's that it's based on the normal so in reality it dose not really matter that the shape is... and yes thousandths of a millimetre matter to some so if it does not matter to you great =)
@@Keep-Making I know exactly what alt s does, and you are completely skipping over the point I was making. You measure thickness of objects edge to edge, not inside corner to outside corner. Think of a square with thickness, you wouldnt measure how thick it is by the verts, right? Think of a triangle, same thing, you wouldnt measure thickness by the corner verts, right? What about a pentagon, would you suddenly start measuring thickness by its corners? What size polygon do you arbitrarily start mearing its thickness by its corners? Add to the fact that you are doing this in context of 3d printing and it makes it even more bizarre. You would want edge to edge measurements as its the smaller number. Because once the 3d model is printed, its easier to remove material than to add it. To think your series is about precision measuring where the way you measure suddenly changes depending on the shape is crazy to me. Where you are so strict that thousandths of a millimeter matter, but you just throw away how to properly measure thickness depending on the shape. THIS is the point I was making.
@@_evildoer Good point evil. With all that said to be frank.... this series is not designed just for 3D printing really. It's to do with precision modelling in blender on organic video production software to the best of my and blenders capability. Using solidify does not give me a desirable outcome and using alt - s does not give you and desirable outcome. I "like" alt s because at the end of the day I at least have control over one of the numbers that dictate my shape. It's all a thing of personal opinion at this point. Find the workflow that works for you and you're sorted ✌.
I'm the future I'll be showing really precision offsets for precision modelling that that is VERY far along as that is WAY out of the scope of where we are in the series as it involves, driver and shapes keys. By all means evil if you think this series is now null and void, youtube is a very big place I'm sure there are plenty of others trying to tackle blender precision. I'm sorry if you think I've let you down that badly...
Rrrr, in the end, that is not a solid model.