To make it easier on your computer and look more accurate: -Take your image and convert it to an svg (Google converters And you’ll find some websites for it). -Open blender, and in the top left under File>import>svg then find your svg file. -Right click on the svg you imported, convert to> mesh. -Select your dice and go into edit mode, then face selection, then hit F3 on your keyboard and search for Poke faces (puts a vertex at the center of all selected faces) -Click the magnet on the top middle of the screen while in object mode and click vertex and turn on align rotation to target and use the center option -Select your design and with the magnet, it will snap to the vertex in the center of the face and if you need to you can rotate or scale as needed -Once in place, add a solidify modifier to your desired thickness -on your dice add a Boolean modifier >difference then use the eye dropper tool and select your design to cut it into the dice (If there’s issues you can do fast or exact options, just see what works for you). The benefit of doing it this way is you can edit the design in blender if need without having to worry about uv unwrapping and making sure your image works with the shape, less modifiers and computing power, and just all around easier to make quick changes. If your svg has too many vertices and is causing any issues you can always throw a decimate modifier on it to help. Oh and if you are doing dice with weird angles and want a direct view of the face to make rotating easier, use shift + 1, 3, or 7 on the number pad with a face selected and change the axis setting at the top from global to view and it’ll let you move stuff along x, y, or z axis based on the angle you’re looking from. Another thing I forgot to mention, you don’t have to solidify and Boolean every individual dice face. Select all the numbers/designs and use ctrl + j to make them one object and do the solidify and Boolean all at once. If you want to change anything out after that you can select a number in edit mode with L and then with the P key hit separate by selected
did you get the unwrap to show up correctly? a lot of times its making sure that in object mode you control+A and apply all transforms, and also making sure that there is a UV seam around each face. hopefully that helps if you haven't already figured it out!
“Wallah” is an Arabic word or phrase meaning, “(I) swear by Allah (God)”, while “Voila” is a French word meaning veil, referring to a sort of semi transparent cloth, however voila is used as a filler word by French people to mean “There it is”. Great video
Can u please🙏 tell me in which extension do you import the image into the blender? My image is pixelated and therefore extruded very unevenly (though in Photoshop the image itself is in good quality)
i am using an image that is 2000x2000 and if its pixelated you may need to add more subdivisions in the multiresolution modifier. otherwise i didn't do anything that wasn't standard blender.
this video is awesome! I follow it and made a d12. I wish to know how to add bevel (make smooth edges) to the dice after all your steps. I tried it in many ways, but all failed. thank you so much!
Create the shape, do the uv unwrap, then you can add a bevel modifier and apply it, then do the displacement steps. I think I will do a video on this soon. You can also check out my video on dice maker, that software has built in bevel settings
I created a new material and set the the same image I used for the displacement as the color. I actually do this first most of the time so I can see how things are lining up before doing the displacement because it is a lot less intensive on the computer.
I'm not great at teaching the nitty gritty of Blender, i would highly recommend checking out Grant Abbitt's UV unwrapping in blender course, that is where i learned how to do it ua-cam.com/video/jnzhNdWoXMg/v-deo.html
I am currently working on dice that are weighted like trick dice and I can confidently say that unless you are intentionally trying to make weighted dice the difference in weight has no noticeable effect on how the di rolls. Most handmade dice are not balanced and as long as you aren't using them in a casino there isn't any issue. My first attempt at a weighted d20 resulted in rolling 8 20s in 100 rolls which is 2-3 more than the expected result and this is very clearly a weighted di so anything less falls easily in the statistical margin of error.
Rotate is just the r key, you can hit r then xy or z to choose to rotate on different axis, if you hold down the control key while rotating it snaps to increments
Thank you SO MUCH for the tutorial! Just made my first d6 step by step (using Blender for the first time ever). You're amazing!
Awesome!!!
Great tutorial, well hopefully give this a go soon! One small thing that would improve the vid would be to lower the background music a bit.
No joke, my ADHD was murdering me trying to watch those other tutorials (not to mention they were all old). You're a godsend sir!
Lol same problem I had! I’m glad it helped!
To make it easier on your computer and look more accurate:
-Take your image and convert it to an svg (Google converters And you’ll find some websites for it).
-Open blender, and in the top left under File>import>svg then find your svg file. -Right click on the svg you imported, convert to> mesh.
-Select your dice and go into edit mode, then face selection, then hit F3 on your keyboard and search for Poke faces (puts a vertex at the center of all selected faces)
-Click the magnet on the top middle of the screen while in object mode and click vertex and turn on align rotation to target and use the center option
-Select your design and with the magnet, it will snap to the vertex in the center of the face and if you need to you can rotate or scale as needed
-Once in place, add a solidify modifier to your desired thickness
-on your dice add a Boolean modifier >difference then use the eye dropper tool and select your design to cut it into the dice (If there’s issues you can do fast or exact options, just see what works for you).
The benefit of doing it this way is you can edit the design in blender if need without having to worry about uv unwrapping and making sure your image works with the shape, less modifiers and computing power, and just all around easier to make quick changes. If your svg has too many vertices and is causing any issues you can always throw a decimate modifier on it to help.
Oh and if you are doing dice with weird angles and want a direct view of the face to make rotating easier, use shift + 1, 3, or 7 on the number pad with a face selected and change the axis setting at the top from global to view and it’ll let you move stuff along x, y, or z axis based on the angle you’re looking from.
Another thing I forgot to mention, you don’t have to solidify and Boolean every individual dice face. Select all the numbers/designs and use ctrl + j to make them one object and do the solidify and Boolean all at once. If you want to change anything out after that you can select a number in edit mode with L and then with the P key hit separate by selected
Thanks for the tutorial! Think uv unwrapping will be much quicker than insetting the numerals on each face separately.
definitely! and once you get used to the flow of dice it becomes pretty quick to get them setup.
This was so helpful, thank you!
I hope it helps you make some sweet dice!
did you get the unwrap to show up correctly? a lot of times its making sure that in object mode you control+A and apply all transforms, and also making sure that there is a UV seam around each face. hopefully that helps if you haven't already figured it out!
@@Nash_Idaho yup I ended up figuring it out 😊 thank you!
Great tutorial, thank you!
“Wallah” is an Arabic word or phrase meaning, “(I) swear by Allah (God)”, while “Voila” is a French word meaning veil, referring to a sort of semi transparent cloth, however voila is used as a filler word by French people to mean “There it is”.
Great video
If the scene statistics in the bottom right corner are not on your display, right click the bar and check the box labeled scene statistics.
Wait... Did you 3D print it and make a master mold out of that? Is that the next step? I thought you were going to give a laser instructions with it.
Yeah the 3d print and then mold would be the next step
@@Nash_Idaho Ah, thanks!!! I appreciate you responding! This has been wickedly helpful!
Can u please🙏 tell me in which extension do you import the image into the blender? My image is pixelated and therefore extruded very unevenly (though in Photoshop the image itself is in good quality)
i am using an image that is 2000x2000 and if its pixelated you may need to add more subdivisions in the multiresolution modifier. otherwise i didn't do anything that wasn't standard blender.
this video is awesome! I follow it and made a d12. I wish to know how to add bevel (make smooth edges) to the dice after all your steps. I tried it in many ways, but all failed. thank you so much!
Create the shape, do the uv unwrap, then you can add a bevel modifier and apply it, then do the displacement steps. I think I will do a video on this soon. You can also check out my video on dice maker, that software has built in bevel settings
@Nash_Idaho thank you so much! I'll try them. Love your videos. they are so creative, fun and cool!
Thanks for the tutorial, but how did you color the displacement in last part of your video?
I created a new material and set the the same image I used for the displacement as the color. I actually do this first most of the time so I can see how things are lining up before doing the displacement because it is a lot less intensive on the computer.
Hey! When I go to UV, nothing appears unfolded like it is when you did it. Is there a way to manually cut them?
I'm not great at teaching the nitty gritty of Blender, i would highly recommend checking out Grant Abbitt's UV unwrapping in blender course, that is where i learned how to do it ua-cam.com/video/jnzhNdWoXMg/v-deo.html
Will they be balance with the different of weight between the different faces ?
I am currently working on dice that are weighted like trick dice and I can confidently say that unless you are intentionally trying to make weighted dice the difference in weight has no noticeable effect on how the di rolls. Most handmade dice are not balanced and as long as you aren't using them in a casino there isn't any issue. My first attempt at a weighted d20 resulted in rolling 8 20s in 100 rolls which is 2-3 more than the expected result and this is very clearly a weighted di so anything less falls easily in the statistical margin of error.
Hi, could you tell me how you made it rotate in the beginning? lol soz beginner at the software
Rotate is just the r key, you can hit r then xy or z to choose to rotate on different axis, if you hold down the control key while rotating it snaps to increments