Building engine piping used to be so limiting and strenuous. However, now that I now know about this new method you've taught me, it'll cut down my project time significantly!
One out of the tip of my head: how to create (an editable) face with n-gons out of an empty edge loop (and not a flat face wich in the best case scenario will be barely workable with an "inset" command)? Thanks!
a drilling rig! That's a good example! :) For certain structures, you can just model the edges without faces and then use a skin modifier, or keep the faces and use the wireframe modifier, but it often doesn't hold up very well if it's close up stuff which is where this sort of lofting approach helps a lot more. :)
Hi I recommend you make the edges and lines more Thick and colors more viable for the videos you make. You can make a theme just for recording this stuff (set blender dpi on 1.25 or more). many thanks.
Is there a way to select two edge loop and automatically make them to have the same number of vertices or you have to always check and do it manually??
Wow that is amazing, I loved how it found faces that were not needed. Is there somewhere I can learn more about this? And thank you so much for this video.
In this I noticed you selected back vertices along with front. Generally I can't select back vertices from front. I have to rotate and select or go in Wireframe mode and select. Can someone tell me how to achieve this?
Glad you liked it! Do you mean just the square shape when it's just the edges with no faces? I think the simplest way is to select the edges and then right click > subdivide. If you have time check out this free modelling crash course...ua-cam.com/video/gh6tdzPz9kQ/v-deo.html which might have a couple of other useful things like that. 🙂
Impressive video. Btw, do you know if there is an automatic (addon) or semi-automatic way to turn an existing object into a mesh. Basically you would select an Axis and the number of "slices" and the addon would cut the existing object into slices (optimally with the same number of vertices) which you then loft together. Maybe if could also automatically set the distance between slices. If there is a lot of "change" between slices, it would add more slices, if it is just a straight tube without changes, it would just set one slice at the beginning and one slice at the end of the tube. I hope I explained it clearly?
I didn't use ngons in these examples. You could use ngons if you wanted though, Keep them to flat areas and it should be ok, but, to be on the safe side you can also use a triangulate modifier to force the preferable triangulation method for the model at export. Hope that makes sense. 🙂
Why did you choose "bridge edge loops" instead of loop tools "bridge?" I never thought to use the 3d printing thing to vet my mesh, tyvm for that, it reminds me a little of the C4D mesh tool... If you do slide edges around, how would you do so and keep the curvature you want, not reenforce the linear approximation of the curvature?
the loop tools bridge doesn't allow you to loft through more than 2 shapes at the same time as far as i know. Though that could be a current bug as I think it's probably supposed to be able to. I'd probably only slide edges around near intersections of joints to tighten or smooth out the blend. Hope that makes sense. :)
@@AidyBurrows3D, k, ty. Blender has very powerful things just hanging out in menus that some one happens to point out, and you go holy mackerel now THAT'S useful...so I'm just checking.
@@jeffspinner6579 so true!!! Also i forgot to mention that the looptools bridge option doesn't do so well with different amounts of vertices should that be a consideration. :)
that would be amazing to bring some proper moi3d type system into it somehow, who knows what the future will bring! :D Hmm, i wonder is there any open source projects out there that are similar to moi3d/fusion 360 sort of thing?
I love blender but, I reject this description of a loft :) It's not a loft its a just a bridge polygons. Blender can't do a real loft using cruves. It can do tubes with cruves but thats about it. Search for lofts in Maya or XSI.
Yeah that would be very cool if we could do that with curves is lofting really a curve exclusive term though? :D It's a term that comes before even 3D curves were a thing if i'm not mistaken. :D Feels reasonable to use the description here for creating geometry that passes interpolated smoothly through more than 2 mesh shapes.
@@AidyBurrows3D I used to do a lot of curve modeling in in the early 2000s in XSI but stopped when we switched to Maya because Maya is bad with curves. I miss those days when we could just loft from a series of curves and modify the result live. But Im old school, people love boxes these days. That said Im happy blender is around, can''t stand Maya :) Thanks for the tutorial.
Blender is always crashing, weather its HDRI too big, Graphics cards settings, subdivision instability. The fact is you get what you pay for. Spent a whole year learning this software, gave up after one crash too many. And the modelling functionality is poor compared with even C4D. (even if you know what you are doing). Lost countless hours through crashes (on different hardware set-ups), decided to go with paid software. I can't blame them really, who would care about creating software without getting paid?? Charity software won't get you a job.
I used to do all this by hand...you saved me man!
Woo! Very glad to have helped! This is something that crops up a lot! 😀
Building engine piping used to be so limiting and strenuous. However, now that I now know about this new method you've taught me, it'll cut down my project time significantly!
You can all of those in CAD and then bring it to Blender.
E for even and F for flip, got it!
and bridge edge loops in the context menu is L, so that you can go CTRL+E, L and get it done without even moving your mouse
These were the bits I couldn't catch now I know thanks 😁😔☺️
More will follow! If you have any other modeling hell issues you'd like us to take a look at please let us know, many thanks! :)
One out of the tip of my head: how to create (an editable) face with n-gons out of an empty edge loop (and not a flat face wich in the best case scenario will be barely workable with an "inset" command)? Thanks!
Jeez. I can't even count the number of USEFUL things I just learned in this video. Wow!
As a noob struggling with modelling a cup handle, this tutorial saved me from a mental breakdown! Awesome job. Thank you! 🙏
it's crazy how blender can figure out the edge flow so well!
Every other program always wants to do this with fancy handles that you adjust in 3d while raw numbers are just soo much easier to work with...
This was really eye-opening. Thanks for the share. Super efficient way of modeling. Almost a whole classification outside of hard surface modeling.
Im floored... I had no idea this workflow even existed. Thanks for sharing!!
Woah 😮 Never thought about setting the process up this way. Thank you! This will come in really handy.
wow...thanks for sharing this amazing and smart way of modeling..very helpful
Wow, I learned at least 3 new shortcuts I never knew existed. Thank you so much man!
Oh my god, how did I not know about this technique? You are my hero! Thank you so so so so much for this
Yes!!! Been looking for this technique ever since switching from C4D to blender 2.8! Thank you thank you thank you for sharing this
Hello there! Glad you liked it! :D
This is definitely going to help me in many of my projects... Probably every single one of them..
That is a better outcome than I hoped! :D
It's exactly what i needed for my bicycle model. Many thanks!
Bicycle! Yes! What a great example, damn I should have demoed that! 😀
Woah, this video is legendary. So much valuable info in so little time
Aidy, your delivery and content in your tutorials is the absolute best. Keep up the good work!
Thanks for the support Chipp! Your content and tools are top notch so same to you! :D
Very effective video. Learned a lot and you saved me a ton of time with modeling. Thank You sir
You enhanced the reason why we should use blender, good job!
Thanks! It's always worth taking a moment to stop, and just reflecting on just how many things Blender can actually do! :D
As always. I would consider this the gold standard of modelling courses for Blender.
Thanks so much for the encouragement Mr Murphy! I see you're doing more devlogs! WOO! :)
@@AidyBurrows3D haha yeah nowhere near as Pro level as you guys. I'm putting all my effort into making the game look slick!
Very helpful, thank you. I have a suggestion. If you make your parts manifold before you union Boolean, it usually removes all internal geometry.
awesome details well pointed out kudos indeed
Very good video. Thank you 😊
I broke my head figuring this out by myself (trying to model a scissor). Wish I had seen this before! Great tip!
thanks! Hope your head has recovered. :)
Thanks for showing that. I found it really helpful
Never thought of using bridge edge loops like this. I usually just used it to connect two things quickly.
Excellent Tip! Thank you much.
Fantastic video! I'm going to definitely check out your videos
Excellent, thank you!
So much useful tips in this video !!! Thanks !
didnt know we have extra mesh by default. Thanks Aidy!
awesome tutorial, thanks
I'm so glad I found your video
Brilliant video!
I learnt some cool tricks! Thank you a lot!
Eye opening stuff!!
Great video, thanks!
Super helpful! Thank you!
Nice one, thank you!
Brilliant video, I learned a lot 👍
Very Good Sir, Thank you
This is wonderful. Will help modeling airplanes.
Cool technique.
you saved me a lot of time...thanks a lot
Thank you so much for your great informative and interesting videos :)
this is great! thanks!!
Shortcutwizard :o Awesome tutorial, thanks!
Simple, effective, quick, useful )) Thank you!
I am designing a drilling rig and that's exactly what I was looking for.
a drilling rig! That's a good example! :) For certain structures, you can just model the edges without faces and then use a skin modifier, or keep the faces and use the wireframe modifier, but it often doesn't hold up very well if it's close up stuff which is where this sort of lofting approach helps a lot more. :)
great, i love your tutorials!
woo! Thanks so much for the positive vibes! :)
this video is very helpful, thanks :)
thats some cool stuff, now i wanna model an engine with alot of pipes or something :D
that's a great idea to take it to the next level! :D
@@AidyBurrows3D already taking it into practice right now, working great
excellent. ty
Well, damn. Haven't even thought about using bridge for that. Excuse me for a moment...
Damn i've stumbled upon this, i didn't look for it but DAMN i learned a few tricks, thanks !
bloody hell mate, mad skill!
Sooooo goooooood!
Thanks! I learned a lot :)
Great thank you
Thanks!!!
You have to be called super user #. I don't use bridge like that. Thats awesome! 👍🏻👍🏻👍🏻👍🏻👍🏻👍🏻
very informative thanks for useful tips stay connected
Hi I recommend you make the edges and lines more Thick and colors more viable for the videos you make. You can make a theme just for recording this stuff (set blender dpi on 1.25 or more). many thanks.
I have been thinking about taking the scale even further beyond 1.1 as it happens. Thanks for the feedback! 🙂
Thank you for saving my life 😭->😀
how do you change the path to objects? Thanks so much
my head is spinning. But damn useful
This is a great tutorial, but there are so many options I despair at the thought of learning them all.
How do you make a shape's edges the same number as a different shape in order to bridge the faces?
Can you revolver a Profile around an axis in blender? Ending closed and sircular
Is there a way to select two edge loop and automatically make them to have the same number of vertices or you have to always check and do it manually??
Great demo, thank you! Where to get the 3D print tab in side menu?(got it, I never know it is a bundled add on)
Wow that is amazing, I loved how it found faces that were not needed. Is there somewhere I can learn more about this? And thank you so much for this video.
glad you liked it, :) i'm not sure where to get further info on it, perhaps the blender manual? docs.blender.org/manual/en/latest/
In this I noticed you selected back vertices along with front. Generally I can't select back vertices from front. I have to rotate and select or go in Wireframe mode and select. Can someone tell me how to achieve this?
thanks for the amazing video, btw how did you make the cuts of the square 32 ??
Glad you liked it! Do you mean just the square shape when it's just the edges with no faces? I think the simplest way is to select the edges and then right click > subdivide. If you have time check out this free modelling crash course...ua-cam.com/video/gh6tdzPz9kQ/v-deo.html which might have a couple of other useful things like that. 🙂
@@AidyBurrows3D thanks man !!
ace
Impressive video. Btw, do you know if there is an automatic (addon) or semi-automatic way to turn an existing object into a mesh. Basically you would select an Axis and the number of "slices" and the addon would cut the existing object into slices (optimally with the same number of vertices) which you then loft together.
Maybe if could also automatically set the distance between slices. If there is a lot of "change" between slices, it would add more slices, if it is just a straight tube without changes, it would just set one slice at the beginning and one slice at the end of the tube.
I hope I explained it clearly?
HA!
why say to me in minute 2:16
" select at least two edge loops " its not work with me what i do
‘I’m going to come out of isolation’
Nice try
How would this work when making models for games? Wouldn't this method create a ton of Ngons?
I didn't use ngons in these examples. You could use ngons if you wanted though, Keep them to flat areas and it should be ok, but, to be on the safe side you can also use a triangulate modifier to force the preferable triangulation method for the model at export. Hope that makes sense. 🙂
Why did you choose "bridge edge loops" instead of loop tools "bridge?" I never thought to use the 3d printing thing to vet my mesh, tyvm for that, it reminds me a little of the C4D mesh tool...
If you do slide edges around, how would you do so and keep the curvature you want, not reenforce the linear approximation of the curvature?
the loop tools bridge doesn't allow you to loft through more than 2 shapes at the same time as far as i know. Though that could be a current bug as I think it's probably supposed to be able to. I'd probably only slide edges around near intersections of joints to tighten or smooth out the blend. Hope that makes sense. :)
@@AidyBurrows3D, k, ty. Blender has very powerful things just hanging out in menus that some one happens to point out, and you go holy mackerel now THAT'S useful...so I'm just checking.
@@jeffspinner6579 so true!!! Also i forgot to mention that the looptools bridge option doesn't do so well with different amounts of vertices should that be a consideration. :)
ERROR
THE SELECTED BUCLES MUST HAVE THE SAME NUMBER OF EDGES
BLENDER SAY....
How many times does youtube let you hit like?
hahaaa! I appreciate the enthusiasm even if UA-cam does not. :D
(gg e f) blew my mind
when ctrl + e does nothing on my blender....f
Fuckin wait f4 is preferences?!
How do i subdivide those points to get more points to match the other points?You are too fast.
This type of NURBS to mesh style modeling is obnoxious, I do wish blender had proper NURBS fillet and surface tools
.
that would be amazing to bring some proper moi3d type system into it somehow, who knows what the future will bring! :D Hmm, i wonder is there any open source projects out there that are similar to moi3d/fusion 360 sort of thing?
I love blender but, I reject this description of a loft :) It's not a loft its a just a bridge polygons. Blender can't do a real loft using cruves. It can do tubes with cruves but thats about it. Search for lofts in Maya or XSI.
Yeah that would be very cool if we could do that with curves is lofting really a curve exclusive term though? :D It's a term that comes before even 3D curves were a thing if i'm not mistaken. :D Feels reasonable to use the description here for creating geometry that passes interpolated smoothly through more than 2 mesh shapes.
@@AidyBurrows3D I used to do a lot of curve modeling in in the early 2000s in XSI but stopped when we switched to Maya because Maya is bad with curves. I miss those days when we could just loft from a series of curves and modify the result live. But Im old school, people love boxes these days. That said Im happy blender is around, can''t stand Maya :) Thanks for the tutorial.
Blender is always crashing, weather its HDRI too big, Graphics cards settings, subdivision instability. The fact is you get what you pay for. Spent a whole year learning this software, gave up after one crash too many. And the modelling functionality is poor compared with even C4D. (even if you know what you are doing). Lost countless hours through crashes (on different hardware set-ups), decided to go with paid software. I can't blame them really, who would care about creating software without getting paid?? Charity software won't get you a job.
Great tutorial. Thank you