That's lovely to hear, thanks so much. I hope you continue yo enjoy the videos and always feel free to comment if you have any questions or requests 😁👍🏻
Another fantastic lesson! I really like how you show how things can go wrong and then how to fix those issues. That really helps me understand things better. Thank you.
Very helpful video, thank you very much! Your style is entertaining, educational and very dynamic, it really shows your mastery of Blender & 3d modelling.
Thanks for your efforts to teach us. I somehow had a lot of problems with the second part of this tutorial. I couldn't at all get it. I think it's a combinations of errors. I've found some of them but I'm sure I will get to the rest of them at least to the point where I'm happy with the result!
@@ArtisansofVaul Thanks for the reply. It was that I couldn't get it to work even following the instructions... or maybe I thought I did (English isn't my birthlanguage so it could have been some problems on that part too ;-) I found out that I hadn't applied the scale for the parts that reached out to the edge and I think that caused a lot of the troubles. The last cut were totally screwed up and stuff disappeared from view, the last cutter didn't look like yours etc. But I am closing up and I'm sure I'll get to the end.
@AnkiSandinge when the things disappeared check the modifier panel. If the boolean is set as "fast" (I think it will be from what you describe) then try changing it to "exact".
@@ArtisansofVaul I finally got it to look like yours and I discovered that "exact" setting. I'm so happy now. This is really the "best way" to learn something. Having troubles and then being able to solv them. Thank you so much for your help 😊
Thanks so much. Ctrl with + should boolean the objects together into one object. This is less likely to cause issues than just joining them which can cause problems later when using a boolean to make the panel line.
great approach showing whoops and thus why you can avoid the misstep. That makes your channel the stand out. You explain the why you're doing it this way forethought that displays your professionalism! I would also suggest noting that if you realize that you stepped in it and have gone on making enough changes you realistically can't back yourself out of it, how to fix (I would assume dissolving verts here though that's time consuming-unless you have something fancier that comes to mind)
Thanks a lot and good point. To be honest I actually save very regularly and if you have gone too far I just go to the auto-backup or use undo up to its maximum amount so thats rarely a problem I find. I kind of explain that here in the second half: ua-cam.com/video/kYPSIRlT0yA/v-deo.html
Thanks. I do with the old version of screen cast keys worked on Blender 3 but it just doesn't seem to for me. It was much clearer than the current system I use (which I also always forget to put on 🤦♂️)
@@ArtisansofVaul hope this isnt to forward to ask but could you make a wood beam tutorial like like its just in dwarven mines to keep up the ceiling, and like tables and chairs for like old warhammer games ? I started blende like 3h ago lol and want to make a dwarven mine and houses just for my nephew and me to play some games on :P
@@ArtisansofVaul these are great thank you, I wanted to learn how to do this so I could make my own buildings for an n-scale railroad I wanted to build!
I wouldnt bother. Make it all the way "through" the curved surface. Then duplicate that surface and scale it down a little like I did in the first panel lined video and remove that shrunk version from the cutter. Then boolean the cutter and you've got the same effect without having to worry about the curve modifier. Well thats how I'd do it at least.
Great stuff! Is there a difference between Ctrl+, applying a Boolean union via the modifier tab or Q>Booleans>union in hardops or all they all achieving the same thing? In your normal workflow, do you tend to favour any one of those methods and if so, why? Learning so much from these vids and are a genuine highlight of the week, thanks again!
They achieve the same thing, I was just focusing on completing it without any non-native add-ons. In fact I believe the HardOps one should automatically create a cutters collection so will actually make the organisation of you objects easier. To be honest they are for totally different things but they can be used together as well. I normally use a mix depending on the project and what I need but you could use the two together for example to have more lines coming from the door to the outside edge.
I beg to differ. The fastest, easiest way to make panel lines in blender is to import the fbx from ZBrush after you did it there. Just saying. Including remeshing it. There's just not the topology fubar'ing that happen's in Blender, in ZBrush, unless MAYBE if you Stash the model with Meshmachine, and hope it helps resolve all the edgeflow... which given what mx2 does in his topology studies, sure makes me think not. ...And it makes CREAMY smooth bools, I'm quite impressed honestly... I haven't done any Hard Surface in ZBrush because I was just sculpting Bare Naked Ladies for a loooong time (not the "me love you long time" way either, I don't like my private lessons to give me some STI as a parting gift!) Now I like mechs and I go back and forth doing or fixing different things between ZBrush and Blender with HOps, Boxcutter, Machin3, Meshmachine, and Mira, not to mention all the addons that come with Blender now like LoopTools. Blender is only number 2 in being so opaque to learn to HoudiniFX because it was made by programmers for programmers is worse... but no worries, Blender is trying to become Houdini, look at their Geometry Spreadsheet. Not for nothing, but I don't want to hear SOPS, HOPS and VEX ever again! VOPS too!
I mean that may be true but thats kind of like saying "The best way to do Google Sheets is to use Excel." 🤣 But it's good to know there are other ways too if you want to know the other programs.
@@ArtisansofVaul I just got back to ZBrush and Blender and the 70 Blender addons... and I was surprised how good ZBrush is for hard surface... Not what I expected... I still use Blender alot, it's just now seeing what the good the bad and the ugly are more clearly...
If my door hole (stop it) is oriented on the X axis, but I want to scale the wall on the Y, how does one stop the door hole from distorting along the Y axis?
What if you want to cut a curved surface (like a mask), but do not want to cut fully through the object. I want the cut at a consistent depth across the surface. (is there a project curves/knife cut function that works similar?)
When you say a consistent depth you mean at all points its 1mm down from the face, or do you mean that it will be deeper in some points but the bottom of the panel lines are the same height?
@ArtisansofVaul solved: your method would cut completely through my object in some areas. Using knife project allowed me to extrude /scale uniformly acrost a complex curved surface
When applying this first time, it worked with some relatively okay results. Upon trying to apply it the second time after messing with solidify some, once applying the difference boolean, both the cube and modified circle disappear entirely from the view port in all views. What's going on here?
Good question. Yes is the simple answer. This is a little harder to explain. The easiest way is to do it after you apply the modifiers so you can select the exact edges you want. There are other ways you can from the cutting object but that's a bit harder to explain. I might have to make a video of how.
I think you have some kind of an addon that gives you this "vertex mode" when you press tab. You mention it like its a standard thing though. Without the addon.. whatever it is.. tab just goes to edit mode and there you press 1, 2, or 3 to get the various modes. Maybe mention you use paid addons from the start so newer Blender users know your options are not standard.
The pie menu I have is from Machin3 Tools (a free add on which is well worth getting). Its the same as pressing tab and then 1, it just is a bit quicker.
@@ArtisansofVaul I looked at the free version after looking at your set up video. It doesn't do some of the things you show.. the Y menu for example. I uninstalled it because it seems like more of a hassle than without it.
@@HrafnNordhri There are two different add-ons here. Machin3 Tools is the one with the pie menu. Mesh Machin3 is the add on with the Y menu and that is a paid for add on by the same company. They are not the same thing.
You have to use - on the number pad. Otherwise (as you have said) it changes the zoom. If you don't have the number pad you'll need to do it the old fashioned way of using the modifier.
my boolean looks terrible when trying this method. i checked normals, scale, and double verts. not sure what the issue is. i assume its because there isnt enough geo but yours have practically no geo and it still worked 😂 edit: so i figured out its the boolean slice on the cutter thats causing it. for whatever reason, after applying the solidify modifer, it leaves the cubes i scales up, hollow, so when i cut into then they have thickness to them with a hollow bit inside 😂 i think my hardops is just spazzing out though because thats not how solidify works. well it is how it works, but it shouldnt work like that haha.
Yeah it should look find with very little geometry, that's the main positive of this method as it leaves everything very clean. If you have Instagram you could find me there and share your file for me to take a look....
I just discovered your channel today, but I think you may be one of the best Blender tutors out there.
That's lovely to hear, thanks so much. I hope you continue yo enjoy the videos and always feel free to comment if you have any questions or requests 😁👍🏻
@@ArtisansofVaul good attitude too :) Cheers pal!
Another fantastic lesson! I really like how you show how things can go wrong and then how to fix those issues. That really helps me understand things better. Thank you.
Thanks a lot. Really glad the format is working 👍
Re-watching to refresh. You library of lessons is so helpful for the community!
Thanks. I need to start organising into more playlists at some point to make it easier to find things.
What I like about 3d printing and blender is that I don't need so much a good topology. Its really forgiving.
Agreed. Though often it'd worth looking at things like shading errors as they are often symptomatic of issues that will screw up a print too
@@ArtisansofVaul you use the manifold checker from the 3dprint addon?
@@adeptusprintorium He does.
Always nice to discover a new Blender UA-camr, one who uses Hopscutter no less! Thank you for sharing your process.
No problem at all. Glad to share 😁
Great! Showing mistakes which can happen and how to solve them is always great and helpful thinking!
Thanks. I think it's important or people won't know what to do when something odd happens.
Really do love your teaching style! Thanks a ton for doing these fantastic tutorials!
Thanks 😁
I'm a huge Hopscutter fan. And this was a great tutorial using it. Thank you👍
Me too. It really saves so much time and adds so many options to Blender.
Very helpful video, thank you very much! Your style is entertaining, educational and very dynamic, it really shows your mastery of Blender & 3d modelling.
Cheers man. 👍🏻 Great to hear 😁
Underrated channel. keep up the good work :)
Cheers and I sure will 👍
Thanks for your efforts to teach us. I somehow had a lot of problems with the second part of this tutorial. I couldn't at all get it. I think it's a combinations of errors. I've found some of them but I'm sure I will get to the rest of them at least to the point where I'm happy with the result!
Can you explain what the issue was? When you say didn't get it do you mean didn't understand it or more couldn't get it to work even following it?
@@ArtisansofVaul Thanks for the reply. It was that I couldn't get it to work even following the instructions... or maybe I thought I did (English isn't my birthlanguage so it could have been some problems on that part too ;-) I found out that I hadn't applied the scale for the parts that reached out to the edge and I think that caused a lot of the troubles. The last cut were totally screwed up and stuff disappeared from view, the last cutter didn't look like yours etc. But I am closing up and I'm sure I'll get to the end.
@AnkiSandinge when the things disappeared check the modifier panel. If the boolean is set as "fast" (I think it will be from what you describe) then try changing it to "exact".
@@ArtisansofVaul I finally got it to look like yours and I discovered that "exact" setting. I'm so happy now. This is really the "best way" to learn something. Having troubles and then being able to solv them. Thank you so much for your help 😊
@@AnkiSandinge My pleasure and well done on getting it sorted! 😅👌🏼
Great video.
Glad I watched it.
Thanks man 😁👍🏻
This was a really nice and useful tutorial.
Thanks so much. Ctrl with + should boolean the objects together into one object. This is less likely to cause issues than just joining them which can cause problems later when using a boolean to make the panel line.
Just brilliant! Another great technique. Thank you! Dg
My pleasure!
great vid, completely understand what I was doing wrong on my last base set. thanks
Thats great to hear! Glad it's helped.
Great lesson, thanks for the useful tip!
No worries! Glad it's been useful.
cheers mate! many thanks for another vid tutorial!!
And thanks to you for taking the time to watch them and comment. Really appreciated 😁
@@ArtisansofVaul may I ask how to change default grey to your matcap material? thanks
nevermind, found! cheers
@@keithtam8859 Nice one.
great approach showing whoops and thus why you can avoid the misstep. That makes your channel the stand out. You explain the why you're doing it this way forethought that displays your professionalism!
I would also suggest noting that if you realize that you stepped in it and have gone on making enough changes you realistically can't back yourself out of it, how to fix (I would assume dissolving verts here though that's time consuming-unless you have something fancier that comes to mind)
Thanks a lot and good point. To be honest I actually save very regularly and if you have gone too far I just go to the auto-backup or use undo up to its maximum amount so thats rarely a problem I find. I kind of explain that here in the second half:
ua-cam.com/video/kYPSIRlT0yA/v-deo.html
I love the way to also show what key or mouse buttons you use \o/
Thanks. I do with the old version of screen cast keys worked on Blender 3 but it just doesn't seem to for me. It was much clearer than the current system I use (which I also always forget to put on 🤦♂️)
@@ArtisansofVaul hope this isnt to forward to ask but could you make a wood beam tutorial like like its just in dwarven mines to keep up the ceiling, and like tables and chairs for like old warhammer games ? I started blende like 3h ago lol and want to make a dwarven mine and houses just for my nephew and me to play some games on :P
@@Jacob-tl1ig Sounds cool and I like requests. Sure thing. I'll put it on the list but it might take a couple of weeks.
Very useful to me thanks! Subscribed
Cheers and glad its helpful
nice Video and very educational. You are a master!!
Thanks so much :D Thats very much appreciated.
Good info. Thanks!
My pleasure
awsome work
Cheers 😁👍🏻
Thanks!
No problem. And thanks for taking the time to watch my videos 😁
love this!! thank you!!
No problem. You might want to check out my videos on Just Panels as well if you're looking for something quicker
@@ArtisansofVaul these are great thank you, I wanted to learn how to do this so I could make my own buildings for an n-scale railroad I wanted to build!
The best!
😁
Mate keep doing!great video tut, as Blender secrets,
Thanks 😁👍🏻
Brilliant! Future proofing designs is so handy. Could you then wrap/curve this to a round surface?
I wouldnt bother. Make it all the way "through" the curved surface. Then duplicate that surface and scale it down a little like I did in the first panel lined video and remove that shrunk version from the cutter. Then boolean the cutter and you've got the same effect without having to worry about the curve modifier. Well thats how I'd do it at least.
Great stuff! Is there a difference between Ctrl+, applying a Boolean union via the modifier tab or Q>Booleans>union in hardops or all they all achieving the same thing? In your normal workflow, do you tend to favour any one of those methods and if so, why?
Learning so much from these vids and are a genuine highlight of the week, thanks again!
They achieve the same thing, I was just focusing on completing it without any non-native add-ons. In fact I believe the HardOps one should automatically create a cutters collection so will actually make the organisation of you objects easier.
To be honest they are for totally different things but they can be used together as well. I normally use a mix depending on the project and what I need but you could use the two together for example to have more lines coming from the door to the outside edge.
amazing
Cheers Chris
Thanks, Great Video!
Thanks man. And thanks again for watching so many videos
I beg to differ. The fastest, easiest way to make panel lines in blender is to import the fbx from ZBrush after you did it there. Just saying. Including remeshing it. There's just not the topology fubar'ing that happen's in Blender, in ZBrush, unless MAYBE if you Stash the model with Meshmachine, and hope it helps resolve all the edgeflow... which given what mx2 does in his topology studies, sure makes me think not.
...And it makes CREAMY smooth bools, I'm quite impressed honestly... I haven't done any Hard Surface in ZBrush because I was just sculpting Bare Naked Ladies for a loooong time (not the "me love you long time" way either, I don't like my private lessons to give me some STI as a parting gift!)
Now I like mechs and I go back and forth doing or fixing different things between ZBrush and Blender with HOps, Boxcutter, Machin3, Meshmachine, and Mira, not to mention all the addons that come with Blender now like LoopTools. Blender is only number 2 in being so opaque to learn to HoudiniFX because it was made by programmers for programmers is worse... but no worries, Blender is trying to become Houdini, look at their Geometry Spreadsheet. Not for nothing, but I don't want to hear SOPS, HOPS and VEX ever again! VOPS too!
I mean that may be true but thats kind of like saying "The best way to do Google Sheets is to use Excel." 🤣 But it's good to know there are other ways too if you want to know the other programs.
@@ArtisansofVaul I just got back to ZBrush and Blender and the 70 Blender addons... and I was surprised how good ZBrush is for hard surface... Not what I expected...
I still use Blender alot, it's just now seeing what the good the bad and the ugly are more clearly...
If my door hole (stop it) is oriented on the X axis, but I want to scale the wall on the Y, how does one stop the door hole from distorting along the Y axis?
Lmao. I would tab into edit mode and just scale the vertices you're interested in moving (so the corners of the wall, not the door hole).
What if you want to cut a curved surface (like a mask), but do not want to cut fully through the object. I want the cut at a consistent depth across the surface. (is there a project curves/knife cut function that works similar?)
When you say a consistent depth you mean at all points its 1mm down from the face, or do you mean that it will be deeper in some points but the bottom of the panel lines are the same height?
@ArtisansofVaul solved: your method would cut completely through my object in some areas.
Using knife project allowed me to extrude /scale uniformly acrost a complex curved surface
When applying this first time, it worked with some relatively okay results. Upon trying to apply it the second time after messing with solidify some, once applying the difference boolean, both the cube and modified circle disappear entirely from the view port in all views. What's going on here?
Hmm.... it might be that something on the cutter isn't correctly manifold. Try using the 3d-print toolbox to check if the cutter object is manifold
Are you able to add a bevel to these boolean'd edges?
Good question. Yes is the simple answer. This is a little harder to explain. The easiest way is to do it after you apply the modifiers so you can select the exact edges you want. There are other ways you can from the cutting object but that's a bit harder to explain. I might have to make a video of how.
Is that quad sphere in the mesh menu from a 3rd party addon?
It comes with machine tools (it's free on gumroad and has a huge array of useful functions).
@@ArtisansofVaul okay, thanks for the info.
What about panel cutters for curved surfaces?
I'm not sure ai take your meaning. Is this an addon?
I have the perfect thickness, thanks.😅
Lmao
Doesn't really work for complex meshes like vehicle fuselage.
How complex are you talking? I've used it for some pretty dense stuff and it's worked fine.
it doesn't work when i cut when i press ctrl - it zooms out
I think you have some kind of an addon that gives you this "vertex mode" when you press tab. You mention it like its a standard thing though. Without the addon.. whatever it is.. tab just goes to edit mode and there you press 1, 2, or 3 to get the various modes. Maybe mention you use paid addons from the start so newer Blender users know your options are not standard.
The pie menu I have is from Machin3 Tools (a free add on which is well worth getting). Its the same as pressing tab and then 1, it just is a bit quicker.
@@ArtisansofVaul I looked at the free version after looking at your set up video. It doesn't do some of the things you show.. the Y menu for example. I uninstalled it because it seems like more of a hassle than without it.
@@HrafnNordhri There are two different add-ons here. Machin3 Tools is the one with the pie menu. Mesh Machin3 is the add on with the Y menu and that is a paid for add on by the same company. They are not the same thing.
@@ArtisansofVaul Ah-ha! That's where I misunderstood. They also make a decal addon right?
help when i press ctrl - it zooms out
You have to use - on the number pad. Otherwise (as you have said) it changes the zoom. If you don't have the number pad you'll need to do it the old fashioned way of using the modifier.
@@ArtisansofVaul Ohhhhhhh now it works ty ty so much
You can also just paint it in and you end up saving on resources
Haha. True
good..+1
Cheers 😁
my boolean looks terrible when trying this method. i checked normals, scale, and double verts. not sure what the issue is. i assume its because there isnt enough geo but yours have practically no geo and it still worked 😂 edit: so i figured out its the boolean slice on the cutter thats causing it. for whatever reason, after applying the solidify modifer, it leaves the cubes i scales up, hollow, so when i cut into then they have thickness to them with a hollow bit inside 😂 i think my hardops is just spazzing out though because thats not how solidify works. well it is how it works, but it shouldnt work like that haha.
Yeah it should look find with very little geometry, that's the main positive of this method as it leaves everything very clean. If you have Instagram you could find me there and share your file for me to take a look....