Hopefully one day we'll have a solution that isn't paid, time-consuming, and works on the geometry in the future. This isn't to say that MESHMachine and work of its developer isn't appreciated, but unfortunately a lot of hobbyists can't afford those plugins. Great video regardless, although if I had to say, I think speaking slightly faster would improve the quality!
yes I would say I'm intermediate and didn't know what was happening , thanks. That and It finally sunk in to make sure I apply all transforms before I use bevels
Hey, boss! Why there’s nothing on gumroad’s mesh machine page about offset cut. Although it’s experimental feature it’s worth meaning in description i suppose
I found a (really inconvenient/stupid) way to bevel an edge that has tons of ngons and curved surfaces nearby, not recommended, but I'll post it anyway. (its more like cutting a round corner into an edge than a bevel in itself) 1. Select and duplicate the edge you want to bevel, make it its own object seperate from the original. 2. Extrude the edge towards the 2 directions of the surface of your original object, doesnt matter if it clips or hovers over the original surface. Ngons are gone now. 3. Do the Blender Secrets video thing where you add objects seamlessly to another object by adding edge loops and putting them into a vertex group with different weights and use a shrinkwrap modifier so it sticks to your original objects surface. 4. Bevel the one edge, should be possible now as there are no ngons anymore. 5. Add solidify modifier going outwards. 6. Bool new object from the original one (set boolean mod to exact) Downsides, way too much work and maybe doesnt work on extreme angles due to the solidify modifier (but is non destructive to the original object). Still needs tweaking depending on the object (weld modifier, adjusting position of edge loops etc). In my tests in blender 3.4.1. the boolean modifier (set to exact) sometimes stops showing the result, if I click into some settings or other objects. Then I have to disable and enable the modifier to "update" it and it shows up again. As I said, it's a convoluted and stupid way of doing this but also non destructive (if it works at all in the first place) and faster than manually merging vertices to get everything clean, maybe someone gets anything out of it. # doubt
한국인을 위한 요약 2:09 Clamp Overlap - 베벨 제한 해제 문제 발생 - 베벨 시 메쉬가 넘어가며 일그러지는 문제가 생김 2:19 솔루션 1 - 불린을 적용 후 수동으로 메쉬를 병합하며 정리 사실상 가장 좋은 방법이나 메쉬가 더 세세하게 나눠있을 시 시간이 오래 걸려 불편할 수 있음 4:26 솔루션 2 - 유료 애드온 메쉬 머신 실험기능 사용 간단하게 사용가능하지만 유료 5:49 솔루션 3 - 베벨 쉐이딩 노드 사용 모델 전체의 베벨을 조절하기에 원하는 결과가 나오지 않을 수 있음 사이클 렌더에서만 작동
thx for your Tips...great.. hope too one day a simple solution non destructiv workflow with modifier edit workflow is posssible maybe with G.nodes in vanilla B3d. retope is on a way in development I think . .I know 3dMax is so big but have so cool modfiers and funktion for nondestructiv poly & spline work but its unafortable.too.
i hope that we won't have to deal with this kind of bs in the future, hopefully some kind of ai solution will be able to resolve these kind of problems automatically.
If you want to use it in eevee you can bake the normals out in cycles, save the texture, switch to eevee and load the texture and run it through a normal map, works awesome for metal materials
Agreed. The only reason to use Blender for this type of modeling is that it's free. This type of artifact is a non issue in solid modeling platforms like Solidworks, Inventor, etc. I guess it depends on what you're trying to accomplish. If you are trying to model dimensionally accurate parts based off prints in a time sensitive manner, blender isn't the answer. If you have time and some creative freedom and are just trying to make cool stuff for movies, Blender works just fine. If I still had access to Solidworks, I would only use Blender for rendering. Depends what you're trying to accomplish and the amount of time people are willing to pay for I guess..
@@JoshGambrell yeah I saw that a couple months ago. The only reason I heard you mention was that Blender has Cycles. But you don’t really use Cycles while modelling. So it’s not a logical reason to me. Moi has an amazing obj exporter with custom normals so even when you import, you still don’t have to fix anything. I think the real reason is that you built up this massive experience in Blender and it would take some time to build the same with Moi. I completely respect the amazing results you achieve, but it will just never be a rational choice to use Blender for pure hard surfacing (not factoring in cost of software).
why is it that everyone who makes tutorials for blender are all hopelessly addicted to only using modifiers (and other bandaids) to get their work done? It's like they are allergic to editing face/edges/vertices in edit mode. I can only assume it's because kids hate seeing low poly objects, even though that's what a deliverable end product would need to be. Eventually all that beautifully smooth/rounded art will need to be converted into an actual mesh, and you'll get laughed at for having 20,000 tris. This of course is assuming that you're using Blender to get paid - meaning you're creating models for a game and not just rendering out cool things for fun. If you're delivering workproduct to other people, you'll need to have become intimately aware of the actual mesh you're working with, not an artificial skin that's placed over it. Optimizing the mesh also helps you optimize the UV map, which helps the game engine do basic things (like lighting the object) properly and acceptably. Unity handles meshes, not modifiers - you want a game playable, not crashing. So please, tutorial makers and tutorial watchers, learn how to use edit mode to get (nearly) all your work done. You might actually land a job in real life.
Ahh, always expecting some magic solution that could procedurally fix boolean issues on any geometry, but nothing changes: still everything needs to be fixed by hand, or is paid, or works in Cycles only.
►► Learn Hard Surface Modeling in Blender in Under 2 Weeks - www.blenderbros.com/?el=jg
Excellent! I actually didn't know about the Offset Cut, I'll need to give that a shot! Thanks!
very useful, thanks Josh!
Hopefully one day we'll have a solution that isn't paid, time-consuming, and works on the geometry in the future. This isn't to say that MESHMachine and work of its developer isn't appreciated, but unfortunately a lot of hobbyists can't afford those plugins. Great video regardless, although if I had to say, I think speaking slightly faster would improve the quality!
With the bevel shader you can bake the normals out and use it in eevee aswell
yes I would say I'm intermediate and didn't know what was happening , thanks. That and It finally sunk in to make sure I apply all transforms before I use bevels
works like a charm.. thanks
Extremely helpful, thank you so much!
Hey, boss! Why there’s nothing on gumroad’s mesh machine page about offset cut. Although it’s experimental feature it’s worth meaning in description i suppose
I found a (really inconvenient/stupid) way to bevel an edge that has tons of ngons and curved surfaces nearby, not recommended, but I'll post it anyway. (its more like cutting a round corner into an edge than a bevel in itself)
1. Select and duplicate the edge you want to bevel, make it its own object seperate from the original.
2. Extrude the edge towards the 2 directions of the surface of your original object, doesnt matter if it clips or hovers over the original surface. Ngons are gone now.
3. Do the Blender Secrets video thing where you add objects seamlessly to another object by adding edge loops and putting them into a vertex group with different weights and use a shrinkwrap modifier so it sticks to your original objects surface.
4. Bevel the one edge, should be possible now as there are no ngons anymore.
5. Add solidify modifier going outwards.
6. Bool new object from the original one (set boolean mod to exact)
Downsides, way too much work and maybe doesnt work on extreme angles due to the solidify modifier (but is non destructive to the original object). Still needs tweaking depending on the object (weld modifier, adjusting position of edge loops etc). In my tests in blender 3.4.1. the boolean modifier (set to exact) sometimes stops showing the result, if I click into some settings or other objects. Then I have to disable and enable the modifier to "update" it and it shows up again.
As I said, it's a convoluted and stupid way of doing this but also non destructive (if it works at all in the first place) and faster than manually merging vertices to get everything clean, maybe someone gets anything out of it. # doubt
Coming from procedural modeling (like CAD) to mesh modeling, it's just baffling that these problems are even a thing.
I hope there’s times when these two collab to take over te world😂
한국인을 위한 요약
2:09
Clamp Overlap - 베벨 제한 해제
문제 발생 - 베벨 시 메쉬가 넘어가며 일그러지는 문제가 생김
2:19
솔루션 1 - 불린을 적용 후 수동으로 메쉬를 병합하며 정리
사실상 가장 좋은 방법이나 메쉬가 더 세세하게 나눠있을 시 시간이 오래 걸려 불편할 수 있음
4:26
솔루션 2 - 유료 애드온 메쉬 머신 실험기능 사용
간단하게 사용가능하지만 유료
5:49
솔루션 3 - 베벨 쉐이딩 노드 사용
모델 전체의 베벨을 조절하기에 원하는 결과가 나오지 않을 수 있음
사이클 렌더에서만 작동
So bevel shader is not viable option if u want to export mesh and use it somewhere else right, like bake high to low in SP or perhaps Unity?
nice
thx for your Tips...great..
hope too one day a simple solution non destructiv workflow with modifier edit workflow is posssible maybe with G.nodes in vanilla B3d. retope is on a way in development I think .
.I know 3dMax is so big but have so cool modfiers and funktion for nondestructiv poly & spline work but its unafortable.too.
I had an issue with clamp overlap. I got rid of the extra geometry by selecting the whole object and then going "Mesh > Merge By Distance".
What about beveling the cutter instead of the subject?
6:55 "You know, I'm something of a Rapper myself"
- Josh Gambrell (2022)
What is exactly that offset cut doing? Eating the geometry isn't very enlightening
n-gon wild west topology with meshmachine
The easy way what i will do is separate this hole and then make it smaller 2 axis and then bride it with bend.
I used Maya terminology .
what if you don't want the hole to be smaller?
@@GavinRain Then i will start with a bigger hole. If you want i can make a video?
Again it will be Maya.
basically what mesh machine did from my understanding (but faster)
i hope that we won't have to deal with this kind of bs in the future, hopefully some kind of ai solution will be able to resolve these kind of problems automatically.
I never heard of the bevel shader in Blender before! very nice
If you want to use it in eevee you can bake the normals out in cycles, save the texture, switch to eevee and load the texture and run it through a normal map, works awesome for metal materials
I wonder how many features won't be added to blender because they already exist in paid addons
I still don’t understand why anyone would want to model hard surfaces with mesh engines and not parametrically.
So it's actually useable in blender?
Plenty of reasons - I’ve already made a video on NURBs modeling. I still prefer polygons for what I do, 99% of the time.
Agreed. The only reason to use Blender for this type of modeling is that it's free. This type of artifact is a non issue in solid modeling platforms like Solidworks, Inventor, etc. I guess it depends on what you're trying to accomplish. If you are trying to model dimensionally accurate parts based off prints in a time sensitive manner, blender isn't the answer. If you have time and some creative freedom and are just trying to make cool stuff for movies, Blender works just fine. If I still had access to Solidworks, I would only use Blender for rendering. Depends what you're trying to accomplish and the amount of time people are willing to pay for I guess..
@@joetroyner I partially agree. Hard surface modelling has few uses but good sub division surface technique can make blender genuinely useful!
@@JoshGambrell yeah I saw that a couple months ago. The only reason I heard you mention was that Blender has Cycles. But you don’t really use Cycles while modelling. So it’s not a logical reason to me. Moi has an amazing obj exporter with custom normals so even when you import, you still don’t have to fix anything. I think the real reason is that you built up this massive experience in Blender and it would take some time to build the same with Moi. I completely respect the amazing results you achieve, but it will just never be a rational choice to use Blender for pure hard surfacing (not factoring in cost of software).
why is it that everyone who makes tutorials for blender are all hopelessly addicted to only using modifiers (and other bandaids) to get their work done? It's like they are allergic to editing face/edges/vertices in edit mode. I can only assume it's because kids hate seeing low poly objects, even though that's what a deliverable end product would need to be. Eventually all that beautifully smooth/rounded art will need to be converted into an actual mesh, and you'll get laughed at for having 20,000 tris. This of course is assuming that you're using Blender to get paid - meaning you're creating models for a game and not just rendering out cool things for fun. If you're delivering workproduct to other people, you'll need to have become intimately aware of the actual mesh you're working with, not an artificial skin that's placed over it. Optimizing the mesh also helps you optimize the UV map, which helps the game engine do basic things (like lighting the object) properly and acceptably. Unity handles meshes, not modifiers - you want a game playable, not crashing. So please, tutorial makers and tutorial watchers, learn how to use edit mode to get (nearly) all your work done. You might actually land a job in real life.
Ahh, always expecting some magic solution that could procedurally fix boolean issues on any geometry, but nothing changes: still everything needs to be fixed by hand, or is paid, or works in Cycles only.
well couldn't you use a Boolean on an even surface of the sphere rather than use box cutter in the worst place possible?
sometimes you NEED a Boolean on a curved surface though... you don't always have the luxury of changing the topology.... thats the tricky part!
paid addon trash guide thumbs down. ggs go next tutorial