Edit mode boolean is Ctrl+F+R. It cuts selected from unselected by default. I personally use my own quick menu addon for booleans, but all it does on top of Ctrl+F+R is just pre-scales selection by a small margin (about 1.0001 or so) to avoid problems with co-planar faces. Using vanilla Ctrl+F+R is perfectly fine too, you'll just have to move your object a bit to avoid those problems (even new "exact" boolean solver can't handle co-planar faces properly)
@@passivestar Hi I just tried the vanila Ctlr+F+R but it just doesnt work for me... Ctrl+F+R is Intersect (boolean) which just intersect the object with nothing which makes it invisible. If you know what I am doing wrong I wold really appriciate the anwers. Thanks
@@localdoodler What you want to be looking for is Python tutorials related to Blender tbh. Did a quick dig around for you, Jaynam (who is a great blender guy) has tutorials on making these things in Python. Dont be off by the 2.8 in the title. 9 times out of 10, the code works and is still probably the most efficient way of doing things: ua-cam.com/video/n9uVoVK1O8g/v-deo.html
Ngons are fine as you model hard surface models, but for models that need to be animated you need to have quads and tris. Also you added the triangulate modifier which is good, and I wanted to explain that the reason that's important is so that your exported mesh for other software has identical UV mapping as in Blender. Because depending on how Ngons are triangulated, the UVs will warp differently. So while I agree with everything you said, I think it gives a false impression as well to beginners, because Ngons can cause many problems for you later, and potentially ruin your model if you are not careful. (Most of my models use game development workflows, but these principles apply to movie assets as well. If you are only adding materials and rendering within Blender, you don't need to worry as much.)
Yeah completely agree! From an experienced background it makes a lot of sense what was said in the video. However it can be super misleading for beginners and cause bad habits.
IDK. It depends on many things but if you are wanting to build a career as a pro modeler - clean quad topology is key. Look at the studios and boutiques that hire - they want to see clean topology across the board. The people posting YT videos saying that topology doesn't matter or ngons and boolean are the future do NOT work in the industry!
"Remove faces which are not visible" This is something so many people don't pay attention to anymore, but was drilled into me religiously back in university.
Even though this video was created 2 years ago it's still very clear the divide the community is with using ngons in the workflow in a mesh. Thanks for sharing these tips as it helps clear some things up for me. This year I started learning 3D modeling in Blender and this topic is one of the most confusing for newbies in my opinion.
In Japanese Edit modeでcubeを2つ(Cube_A、Cube_Bとする)用意する。 Cube_Aはくり抜きたいObject、Cube_Bは窓みたいにくり抜いて消えるObjectとする。 Cube_Bを小さくしてくり抜きたい位置に移動させる。 Cube_BをLで選択する。 CTRL+Fを押してRを押す。 Cube_Bが消えてCube_Aがくり抜かれる。 -------------------------------------- In English In Edit mode, prepare two cubes (Cube_A and Cube_B). Cube_A is the object to be hollowed out and Cube_B is the object that will disappear after hollowing out like a window. Make Cube_B small and move it to the position where you want to hollow it out. Select Cube_B with L. Press CTRL+F and then R. Cube_B disappears and Cube_A is hollowed out.
Very informative! Ngons are fine mostly if you're not looking to leave blender with the model. If you're intention is to use the asset for a game asset, animated asset or just something you'd like to use in zbrush for baking later in substance painter you WILL have to avoid Ngons because it'll cause issues later down the line. However you did show how to basically fix that anyways by triangulating and/or cleaning up manually.
N-gons are fine in the modeling process but when you best be cleaning it up with tris or quads if putting it into a game. Normals won't bake well, uvs will be weird, and just a lot of problems. So the are fine*
I will keep this in mind, the idea of ngons being evil has taken up a lot of my time on models, usually never finishing them, especially since I model to use them for Unity.
Can you explain how you turn edges of a cube (like in the building/street video) into cubes/poles. The video is going so fast j cant tell what you doing in the apartment building video
I'm in college studying 3D Modeling. N-Gons are certainly not fine. N-Gons are the reason for all things stressful in 3D Modeling. For example, N-Gons are the reason a cylinder gets distorted when you add a SubSurf modifier. The top and bottom faces are N-Gons. Once, I was working on a model for class, and there were so many N-Gons it took me a week just to fix all of them, because my textures were being distorted, subdivisions warped the model, and when I added support edges to try and keep the shape of the model, it just made everything worse. So long story short, N-Gons are not okay on a model. Sometimes you can't avoid them, but you can fix them with the knife tool and cut new edges to divide N-gons into quads.
You just commented on a video without even watching it entirely 😂 passivestar answers all your concerns in the video with regards to proper applications of NGONs.
There are a few of these 'ngon bool' modeling tutorials floating around. Its giving beginner modelers the false impression that they just as effectively model with bools and forget about keeping clean quad topology. Some of them are even new to modeling themselves posting tutorials about how to hard surface ! Marvel, ILM and every single major production house demands clean topology always, all the time . Some even say that ngon modeling and bools are the future - total bullshit - lets see a beautiful production ready model of a supercar first.
Ngons are not fine this tutorial lies. If you want to exprt the model to programs like Unity or unreal your game or thing you doing will go to 1 or 2 fps if you export it with ngons.
Mate You are talking about very important idea but showing it so quickly for biggner like me is unaccepted as I couldn't follow properly. Please be a bit slower with more details to allow us understand
How are you performing these booleans? Is it bool tool or something you custom-made yourself?
Edit mode boolean is Ctrl+F+R. It cuts selected from unselected by default. I personally use my own quick menu addon for booleans, but all it does on top of Ctrl+F+R is just pre-scales selection by a small margin (about 1.0001 or so) to avoid problems with co-planar faces. Using vanilla Ctrl+F+R is perfectly fine too, you'll just have to move your object a bit to avoid those problems (even new "exact" boolean solver can't handle co-planar faces properly)
@@passivestar Hi I just tried the vanila Ctlr+F+R but it just doesnt work for me... Ctrl+F+R is Intersect (boolean) which just intersect the object with nothing which makes it invisible. If you know what I am doing wrong I wold really appriciate the anwers. Thanks
@@tomjudista4505 In edit mode you cut selected geometry from unselected
This is also my problem :( Is there any way you can share how to personalize this specific menu? Thank you very much, I am noob. I owe you alot!
@@localdoodler What you want to be looking for is Python tutorials related to Blender tbh. Did a quick dig around for you, Jaynam (who is a great blender guy) has tutorials on making these things in Python. Dont be off by the 2.8 in the title. 9 times out of 10, the code works and is still probably the most efficient way of doing things: ua-cam.com/video/n9uVoVK1O8g/v-deo.html
Ngons are fine as you model hard surface models, but for models that need to be animated you need to have quads and tris. Also you added the triangulate modifier which is good, and I wanted to explain that the reason that's important is so that your exported mesh for other software has identical UV mapping as in Blender. Because depending on how Ngons are triangulated, the UVs will warp differently.
So while I agree with everything you said, I think it gives a false impression as well to beginners, because Ngons can cause many problems for you later, and potentially ruin your model if you are not careful.
(Most of my models use game development workflows, but these principles apply to movie assets as well. If you are only adding materials and rendering within Blender, you don't need to worry as much.)
Yeah completely agree! From an experienced background it makes a lot of sense what was said in the video. However it can be super misleading for beginners and cause bad habits.
@@StevesTutorials Hey your stuff looks awesome! I'd love to see a game with that kind of stuff!
IDK. It depends on many things but if you are wanting to build a career as a pro modeler - clean quad topology is key. Look at the studios and boutiques that hire - they want to see clean topology across the board. The people posting YT videos saying that topology doesn't matter or ngons and boolean are the future do NOT work in the industry!
AMEN
An old video with some excellent advice!
The normals part at the end solved a lot of problems for me in loads of projects!
"Remove faces which are not visible"
This is something so many people don't pay attention to anymore, but was drilled into me religiously back in university.
Finally someone who knows what they're talking about & speaking the truth x,)
Thank you mate ! I was under the impression that ngons aren't not that bad. And you confirm my ideas.
Thank you times 10 😊. This is exaclty what I have been needing to know because I model buildings and structures mostly and loop cuts drive me insane.
Even though this video was created 2 years ago it's still very clear the divide the community is with using ngons in the workflow in a mesh. Thanks for sharing these tips as it helps clear some things up for me. This year I started learning 3D modeling in Blender and this topic is one of the most confusing for newbies in my opinion.
In Japanese
Edit modeでcubeを2つ(Cube_A、Cube_Bとする)用意する。
Cube_Aはくり抜きたいObject、Cube_Bは窓みたいにくり抜いて消えるObjectとする。
Cube_Bを小さくしてくり抜きたい位置に移動させる。
Cube_BをLで選択する。
CTRL+Fを押してRを押す。
Cube_Bが消えてCube_Aがくり抜かれる。
--------------------------------------
In English
In Edit mode, prepare two cubes (Cube_A and Cube_B).
Cube_A is the object to be hollowed out and Cube_B is the object that will disappear after hollowing out like a window.
Make Cube_B small and move it to the position where you want to hollow it out.
Select Cube_B with L.
Press CTRL+F and then R.
Cube_B disappears and Cube_A is hollowed out.
After accepting to use ngons for a long time, I finally can enjoy making more 3d models.
well thank you kind sir for this free knowledge, i will be sure to abuse this in some way
please do
what i really want to know is how you extruded the door in without leaving the bottom face?
Very informative! Ngons are fine mostly if you're not looking to leave blender with the model. If you're intention is to use the asset for a game asset, animated asset or just something you'd like to use in zbrush for baking later in substance painter you WILL have to avoid Ngons because it'll cause issues later down the line.
However you did show how to basically fix that anyways by triangulating and/or cleaning up manually.
0:50 how did you add a plane to a cube lıke that ı stıll can't fıgure out how to make doors and wındows lıke that ?
N-gons are fine in the modeling process but when you best be cleaning it up with tris or quads if putting it into a game. Normals won't bake well, uvs will be weird, and just a lot of problems. So the are fine*
I will keep this in mind, the idea of ngons being evil has taken up a lot of my time on models, usually never finishing them, especially since I model to use them for Unity.
Wow it's very help fully thanks
Can you explain how you turn edges of a cube (like in the building/street video) into cubes/poles. The video is going so fast j cant tell what you doing in the apartment building video
This video so awesome and 3d Mode Tutorial Series Future The day to start right away would be nice
I'm in college studying 3D Modeling. N-Gons are certainly not fine. N-Gons are the reason for all things stressful in 3D Modeling. For example, N-Gons are the reason a cylinder gets distorted when you add a SubSurf modifier. The top and bottom faces are N-Gons. Once, I was working on a model for class, and there were so many N-Gons it took me a week just to fix all of them, because my textures were being distorted, subdivisions warped the model, and when I added support edges to try and keep the shape of the model, it just made everything worse. So long story short, N-Gons are not okay on a model. Sometimes you can't avoid them, but you can fix them with the knife tool and cut new edges to divide N-gons into quads.
You just commented on a video without even watching it entirely 😂
passivestar answers all your concerns in the video with regards to proper applications of NGONs.
@@anlexaify There are no practical applications of N-Gons. They are not fine at all.
Woah man ur god of blender :
Great tip love it thx
thanks for watching
You Sir, deserve a subs. And a like 👍🏻 keep it up
Are these tip valid for triangle?
There are a few of these 'ngon bool' modeling tutorials floating around. Its giving beginner modelers the false impression that they just as effectively model with bools and forget about keeping clean quad topology. Some of them are even new to modeling themselves posting tutorials about how to hard surface ! Marvel, ILM and every single major production house demands clean topology always, all the time . Some even say that ngon modeling and bools are the future - total bullshit - lets see a beautiful production ready model of a supercar first.
Please do more tutorials for beginners :D
The software engineers designed their software to be able to create n-gons, therefore it isn't a taboo but a fact of life of modeling.
I’m not a beginner. But it’s helpful even for me.
I have a lot of problem with ngons. some face are half invisible, and bevel ruin the entire model.
Ngons are not fine at all. They are an absolute nightmare...
It depends. Its on a flat surface? If yes, its fine.
Its the end product, if yes, is fine
Yes show what we shouldn't do in slow speed and when you are showing what me need to do take it tox20 speed so we can't understand it. Perfect.
👍
I feel that all experienced modelers come to the same conclusions.
@@less_than_savory Same!
👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍👍
Ngons are not fine this tutorial lies. If you want to exprt the model to programs like Unity or unreal your game or thing you doing will go to 1 or 2 fps if you export it with ngons.
But how???? 🤔
Wow
Mate
You are talking about very important idea but showing it so quickly for biggner like me is unaccepted as I couldn't follow properly.
Please be a bit slower with more details to allow us understand
Thanks, but i still hate n-gons. 😉
Shortcut not given to put👎🏼
WTF?
Stop this heretic!
Ни че не понятно
Потому что он сам не знает, какую чепуху показал.