Never used the spin tool, obviously very handy when it's needed. With the merge by distance it only applies to what's selected, so you can just select the part of the mesh you want verts to merge, then you don't need to worry about merging unwanted verts.
When choosing the number of vertices that your nurbs curve will end up with after conversion to mesh you could also just choose an odd number to have a centrally aligned vertex while maintaining perfect spacing around it rather than merging by center. Just a thought.
How did you model the original "reverse bevel" part? I imagine it was by extruding the edge but I can imagine it getting a bit wonky because of the curvature. Could you please show it really quickly in the next video (that is if I didn't miss that part in one of the previous videos). Anyways always great content!
Is this serie to understand subdivision modelling better? Just wondering. This method is kinda destructive ans needs proper planning. It does help I guess, to learn a user how support loops really help
what this modeling technic called cause i am not able to find more tutorials by searching direct polygon modeling no one is making tutorials without subd what is key word for that so i search for it and i really hoping more tutorials without subd on various machenical objects feeling blessed to atleas have you sir 😇
Hard body modeling is one term used to describe it, I'm just showing a possible way to do it without using subdivision surfaces. I've done another tutorial showing this approach here: ua-cam.com/video/9Hmacrr78pw/v-deo.html
@@christopher3d475 i have liked it already looking forward for more. and i expecting an answer on a comment which i have write on your other tutorial called merging objects something like that it will be help for me please do that
For me as a non english speaker, it would have saved me a few gray hairs if you gave a hint, that "seee" means "z" and not "c". Otherwise a great tutorial with many moments of aha!
Well, I speak pretty standard English, Z and C are pronounced quite differently. I also usually put the keyboard commands on screen in the bottom corner. Is there a particular time stamp where there was confusion? I also have subtitles enabled for my videos for language translation.
Hi@@christopher3d475 Every time you use the knife-tool 'k' and combine it with 'z' to cut through all edges. Your pronunciation is indeed very good to understand - thank your for that! But I was taught english in Europe in the 80s. Our standard english was the British english.There I learned the Z is pronounced 'zed'. Of course I know zzTop and the American pronunciation 'zizitop', but honestly, I thought that was just slang. I just looked it up in the Oxford dictionary and found out, 'zi' is the official American way. Anyways, both 'c' and 'z' didn't work for me, but I found out that shift+k is doing exactly the same. Thanks for this fantastic insight into the different ways to approach modeling. I have a project I am working on for the last three weeks and I will start all over again now that I saw (some of) your videos!
@@jhhuebner Oh ok, yes, the US does indeed pronounce Z different than British and Australian English. 'Zed' sounds weird to my ear, but I'll try and make sure I'm more clear about that in future videos.
I do like this series, and getting useful knowledge. Thank you so much!
For me any vanilla modelling like this is so useful. Great methodical approach here as always, many thanks.😀🙏🙏
Wooo this channel is my favorite, the depth of your knowledge of 3d is astounding (:
Keep going this series is very good
Never used the spin tool, obviously very handy when it's needed. With the merge by distance it only applies to what's selected, so you can just select the part of the mesh you want verts to merge, then you don't need to worry about merging unwanted verts.
Yes, I'm just lazy and select everything.
When choosing the number of vertices that your nurbs curve will end up with after conversion to mesh you could also just choose an odd number to have a centrally aligned vertex while maintaining perfect spacing around it rather than merging by center. Just a thought.
I got my OJ in my right hand and my celery stick in my left hand. Let's blend!
Oro puro!
hi, at 6.53 you can use the loop tool addon and then click on space after selecting the vertices
6:50 +/- Side curve copy : Why don't use loop tools for organize the vertex?
How to fix shading after this? Gonna make a video about?
How did you model the original "reverse bevel" part? I imagine it was by extruding the edge but I can imagine it getting a bit wonky because of the curvature. Could you please show it really quickly in the next video (that is if I didn't miss that part in one of the previous videos).
Anyways always great content!
I created a loop of polygons, then just used the Extrude Along Normals tool. After that I just deleted the extra wall of polygons it created.
Is this serie to understand subdivision modelling better? Just wondering. This method is kinda destructive ans needs proper planning. It does help I guess, to learn a user how support loops really help
what this modeling technic called cause i am not able to find more tutorials by searching direct polygon modeling no one is making tutorials without subd what is key word for that so i search for it and i really hoping more tutorials without subd on various machenical objects feeling blessed to atleas have you sir 😇
Hard body modeling is one term used to describe it, I'm just showing a possible way to do it without using subdivision surfaces. I've done another tutorial showing this approach here: ua-cam.com/video/9Hmacrr78pw/v-deo.html
@@christopher3d475 i have liked it already looking forward for more. and i expecting an answer on a comment which i have write on your other tutorial called merging objects something like that it will be help for me please do that
For me as a non english speaker, it would have saved me a few gray hairs if you gave a hint, that "seee" means "z" and not "c". Otherwise a great tutorial with many moments of aha!
Well, I speak pretty standard English, Z and C are pronounced quite differently. I also usually put the keyboard commands on screen in the bottom corner. Is there a particular time stamp where there was confusion? I also have subtitles enabled for my videos for language translation.
Hi@@christopher3d475
Every time you use the knife-tool 'k' and combine it with 'z' to cut through all edges.
Your pronunciation is indeed very good to understand - thank your for that!
But I was taught english in Europe in the 80s. Our standard english was the British english.There I learned the Z is pronounced 'zed'. Of course I know zzTop and the American pronunciation 'zizitop', but honestly, I thought that was just slang. I just looked it up in the Oxford dictionary and found out, 'zi' is the official American way.
Anyways, both 'c' and 'z' didn't work for me, but I found out that shift+k is doing exactly the same.
Thanks for this fantastic insight into the different ways to approach modeling. I have a project I am working on for the last three weeks and I will start all over again now that I saw (some of) your videos!
@@jhhuebner Oh ok, yes, the US does indeed pronounce Z different than British and Australian English. 'Zed' sounds weird to my ear, but I'll try and make sure I'm more clear about that in future videos.
You needed slide edge addon to make the boundary loop instead of beveling then deleting shame it's not in blender by default
There are a lot of great add-ons for sure. My goal is to show core Blender functions (for the most part).