Designing a Boltgun in Blender
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- Опубліковано 28 сер 2024
- A bit of a longer one but I didn't want to miss anything out as it's quite a nice subject for little add on usage and general workflow.
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Fantastic! Love these whole projects and especially when you change your m8nd on the fly and we get to see/hear your thought process
Haha. Thanks. I never know if I should edit those bits out so that's good to know.
Is it possible to do these without hard ops or boxcutter ?
Oh for sure. You'd just use normal booleans. I could do another video for a weapon without paid for add ons, it might be helpful for others.
@@ArtisansofVaul that would be really helpful. Thanks for all your efforts and quality content.
@@microwaveenthusiast7410 Thanks a lot 😁
@Arthur Brown Great comment. I would say I find destructive modelling in this instance both slower and more frustrating if you ever want to change things later.
@@ArtisansofVaul yeah you end up with lots of setting a cursor to location and then work to align/move pixels to cursors. you can blow a lot of time with it certainly!
Great video, you might have sold me on the addons with this one. I do have a question though, and maybe it's a no-brainer but I am fairly new to Blender. After you have your model finished, what's the process for combining all of the different elements that you've made with Boxcutter, Hardops and the panel maker? Is it simply just going to the modifier tab and applying them all?
Note: It's for making 3D printable models.
What I like to do is once I'm done with the parts, I'll duplicate everything and hide the originals. Then I'll apply all the modifiers on the duplicates. Depending on your parts, you can usually just CTRL+J to join then (group them). Or you can just Boolean Union them if you don't think you'll want to break them apart in the future (you'll still have the originals in the Blend file that you hid earlier).
Great question. I'd apply them all and then I would boolean the objects together to make one solid mesh. It's a little more work than just exporting the bits and hoping your slicer can work it out but in my mind it's well worth the little bit of extra time.
I've been watching a bunch of your videos lately and they have been helping a lot with a project I am working on!
I had a question--have you come up with a good method for modeling parallelogram cutouts with Boxcutter? My project uses a lot of them and so far I've been using a rotated rectangle with a straight rectangle on intersect, but this screws with any bevels I want to apply on the end. Alternatively, you could model a parallelogram directly, but then you can no longer use scale on x/y without screwing with the proportions. (For once, I want a non-orthogonal local coordinate system). Any thoughts would be greatly appreciated!
So I would probably just use an Ngon cutter to make the parallelogram, it should snap to recognise similar sizes along the different edges (there will be a little dot to show where it will snap to) and that will sort it. Admitedly if you want very specific angles that might be tricky. Other things to try are the custom cutter tool, that allows you to save an already used cutter shape and can be an absolutely awesome time saver. Finally you might have to edit the cutter itself to change the size, but HOps makes this really easy by having the everscroll function so again is pretty quick. I might do a video on this as its quite a nice subject.
Nice
Thanks 😁
How do you design it to be the scale of 28mm wargame when exporting it as STL? So it dosent become huge when importing into slicer.
I've got a video shedding some light on this here: ua-cam.com/video/hUfPvHPdgR4/v-deo.htmlsi=zYokGR2zoE1rOPrd
How do you get your boxcutter cuts to actually show up on the exported stl? they arent for me even when applying the cut in the boolean modifer tab
Do they show up on the viewport display before then? There shouldn't be any reason for it to show up in the viewport and then not on the object when it's applied unless you have discovered some very weird setting I don't know about.
this was really helpful
but I have a question now when it comes to space marines models do you sculpt the marines into the pose or do you make the model rig it than pose the model
I do them unposed and then pose them. Either with a rig of I'm going to do lots of poses or just my moving everything around pivot points if it's just one pose. I find having it unposed makes everything much easier to get proportions correct.
@@ArtisansofVaul yeah it's amazing how far you can get with proper origins for the discrete parts and parenting! ha =)
Sometimes rigging library is great but a lot of times its overkill for a one off thing
@@ArtisansofVaul thank you for answering man
but can I ask you another question?
@@coddy212thcommanderorang8 Always!
@@ArtisansofVaul thanks
so when im creating a space marine should I bring a humanoid shaped mesh and armor it or should I put the armor parts in the right position than fill the gaps
and my 2nd question
is that lately I have been making a space marine back pack and the thing reached over 70 thousand vertices do you think I should do something about it or should I keep going and make a whole space marine model
and thank you for your time
ok im gonna do a hot take. just panels is bad. i've step by step copied you on this video and just panels just breaks my model.
How did it break the model? I haven't had these sorts of issues....