Ok guys! Many of you pointed out that Dissolve Edge loop has an option to keep the vertices! Duh! I feel stupid! Thanks for making me a better Blender user!
@@BlenderBob Yeah, something like that. But machine gun are easy since the holes are distributed evenly. It's a lot harder if the holes are in different shapes and are not uniformly distributed. Maintaining the curvature of the cylinder will be harder, especially if some of the holes have sharp angles and close to a circular hole.
@@amakohi Give your cylinder a good density. Make a duplicate of the cylinder for later use. On the first one, make your holes using "circle" from Looptools. The circle will screw up the shape or your cylinder. So use a shrinkwrap modifier with the copy as a target and the cylinder should get its shape back. Make sense? If not, come on FB or Discord and I can explain it to you better. Similar to what I explained om this clip actually. :-)
I have to say that Bob is really a CG veteran with a lot of industry experience. There are tons of Blender tutorials that only show some basic stuffs and not explain in detail. Bob does a awesome job in explaining these and shows many many helpful tips. Thanks a lot man!
I really like it when you give tips like "all bevels need to be divisible by 4". These are little nuggets. It doesn't really what the model you do from my perspective, just all quads, sub-D, and the tricks (these are the unique vid's you don't see others do, there is plenty of tri game asset vid's out there)
When you Dissolve Selection (the Edge) there is the "redo panel" that pops up in the lower left of the viewport to adjust the operation and toggle other options if necessary. One such option is called "dissolve vertices" -- uncheck that. If you make your own keymap, you can always toggle that off if necessary.
Hey :) First of all I love your channel! It's really cool to have someone doing everything from a professional point of view. I think the Blender Community really is gonna profit in the long term from people like you :) Just two things I noticed. Instead of always insetting for getting edges you could also use sharpen of the hardops tool kit, which makes everything smooth and automatically notices sharp edges. But you also get the possibility to mark sharp edges in the editing tab. Selecting the edges might seem cumbersome at first, but it also means you gonna have less geometry with the same visual result in the end. And you really should take a look at the tool "Mira Curves" it makes hard surface curved surfaces so much easier as you are able to just select edges and align them along a bezier curve :)
Thanks for the comments. Blender Bob is about working in the VFX industry where models will move constantly from one software to another. Using tricks like creases are cool and can make the model lighter but will not necessarily translate well, if at all, in another package.
@@BlenderBob Thanks for the answer! I didn't think about that. So here is an idea for your next video :D How to prepare a blender model for the vfx industry ;) Because honestly from that point of view I (and I think many others) have no clue what information is passed on in FBX or OBJ. What about smooth shading, subdivision surface and modifiers in general?
@@lukasalberter9886 Yep, I got a few requests about it. But now I will stop with the modeling for a while. Next one is about lighting, probably this weekend
Hey BlenderBob. Small thing that I found out accidentally that you may already know but I didn't. You can click on the sliders in blender and you can input a number bigger than the limit of the value in it. So the easy example is resolution. You can slide it all the way to 100 and it stops you. But if you click it and type 200 it'll accept it. Same goes for most sliders. Like smoothing or other stuff. Ps. FINALLY the cat cameo at 11:52 Edit: it even works on lights so you can have negative light in the scene......
Ah, some real modeling tips from a real pro! There's too many simple tutorials out there, and many that are for advanced users, but this lever of tips and tricks is perfect for me to advance my modeling techniques! Thanks B-Bob!
Mixing hardsurface and organic shapes is one of the hardest tasks I guess. That could be one part of the tutorial. But the main interest is to get to see how all the hidden tools work in conjunction with each other. + the shortcuts. Because errors with wrong used tools you get a lot, but no help or clarification on what went wrong. OR: Why is the button on this selection clickable, but will fail, without stopping it in the first place... Like meshmachine, sometimes itself doesn't know what it's doing... :-) Anyways, thanks for the fun and learning tutorial.
Yeah, I go in the menues and I use the icons on purpose because I remapped my keyboard too much. When I model for myself I don't do it the same way as I do for tutorials.
didnt realise i should have been using the J hotkey instead of the F hotkey. That would explain why I sometimes had duplicate/overlapping edges. Thank you so much!
Plus je regarde vos vidéos, plus je comprends comment modéliser correctement. C'est expliqué simplement, sans de termes trop techniques (facilement compréhensible même pour une personne allergique à l'anglais). Une mine d'or cette chaîne.
I recommend using the slide relax sculpt brush to smooth polygons instead of just the normal smooth. if you press shift while using that tool it will go for even distribution of quads.
(just answering so the information keeps together) And in some cases you might prefer use the "Mesh Filter" brush, in sculpting mode, and use Filter Type: "Relax". It's more abrupt but faster in some cases. But the "Slide Relax" brush is more convenient because you can use auto masks.
Thank you, that was hugely helpful. Have been struggling with modelling a Sherman tank turret with good topology. So many useful tips here that will really help.
8:24 you can set it default in the keymap (I guess you did modify the dissolve edges) in user pref. --> keymap just type the name "dissolve edges" or "dissolve selection" you can see under the mesh just expand it and uncheck the grey dissolve vertices (if it already uncheck but grey you check it once and then uncheck) and save you pref...
At 37:35 you can also press G key twice to activate move vertex on edge and also I think you mean "Shift + V" because "Shift + S" brings up the cursor pie menu. Its one of the best short-cuts I learned! Fantastic video! This is a masterclass in hard surface modeling!
Yeah but that's like doing a block engine. It would take me forever. I don't know the game. I checked it out very fast. Yeah, cool designs. But it seems like most or the parts are not that hard. There's just a lot of them.
@@BlenderBob I guess, it would be interesting to see how the pistons for the joint and then have them rigged perhaps into a pose. A lot of hard surface models are very modular, perhaps if they were more organic and had layers to them it might add that level of complexity, similar to what you find in Vitaly Bulgarov's work for the 'Atom-Eater'.
25:00 You can also use "Grid Fill" from the Face menu to fill a hole with multiple edges. [ctrl F] is the default for the face menu. For advanced HSM -> Star Trek: Insurrection - Data's ship, known as Mission Scout or Venture-class. Gunstar from The Last Starfighter. Not hugely difficult, but it has some funky angles.
Spitfire shouldn't be too hard. Start from a cube, subdivision modifier, extrude and shape the body, extrude the wings. It will be similar to doing the cabin.
Great videos! I'm completely hooked! One thing I noticed is that you always use the smooth brush in many of your videos for smoothing large portions of your geometry. Have you ever tried using Shift with the slide relax brush? It's a different form of smooth when using that brush which maintains the volume of your geometry, unlike the smooth brush, so the shrinkwrap modifier doesn't go crazy when the mesh drops below the high poly surface. I generally drop the strength of the slide relax brush to about 0.6 or 0.7 so that vertices relax more smoothly and less jittery and hold down shift and smooth away. This brush has become essential for me now as a retopology tool and maybe works even better than the Quad Draw smooth because of the extra parameters on the brush.
Thank you for your tutorial. Maybe you should distinguish the black background from the black wireframe of the object. When watching the video, it seems to affect the observation
Thank you Blender Bob for another enjoyable tutorial. I would even watch it, if I would know everything about modeling. (which could never be the case because there's always another way...) There exist some vacuum cleaners, espresso machines or trailrunning shoes with a few complicate areas... Maybe it could be interesting to compare different modeling approaches for a complex situation (if you didn't do this already)
I actually have marking menues to do that but what I teach is different than the way I work in real live. This is a basic modelling tutorial and when I put too much stuff in my clips people complain. :-)
any kind of curvy hardsurface modelling would do for an 'advanced' tutorial really, cars is just an extreme example of it and its done way better and faster in cad. i guess you could do something like a hair drier for a tutorial, what do you think?
8:45 I don't see how to do it in a single step so you might as well delete the edge and refill after, but another way to do it is probably to first do an edge flip and then dissolve. It is a weird edge case though.
@@stephanechataignie Si je fais ça, le reste de ma famille va cuire. Je vais être accusé de meurtre par combustion spontané préméditée. Je vais me retrouver en prison et il n'y a pas de clim en prison.
I am having trouble creating extruded curves from a cylinder. Take a look at the star ship Enterprise E. The body is a cylinder that extrudes into a half sphere. I can't seem to wrap my head around the shapes and how they can blend together. It's like curves on curves on curves. Could you cover that in the future or is that not advanced enough?
The Enterprise E is not something you can model from primitives. It's way more complex than that. Modelling that ship would take way too long to make a tutorial. For the body I would actually start the body from a cube with 1 level of subdivision. Then I would extrude some polys in front and back to make it longer and then refine the model as I go.
...here (in this vid) you have shown me "advanced" modelling technic. Thx you very much. But if have enough time - make the Andromeda. (curvy enough? ) And by the way; so many views on the eagle one tut; i think you hit a nerve with that. Make scifi stuff, i think it still working, Scifi is still popular.
@@BlenderBob Advanced i mean, this is a good way to learn it from the beginning that way - i did it the hard (different) way. / Not the galaxy - Gene Roddenberry's Andromeda with Kevin Sorbe (Sorbo?!?)
Bob, I love your tutorials. So, stop mowing the lawn, it is useless, it consumes energy and the din annoys your neighbors. And above all, the cut grass is a uniform desert and almost lifeless. That way, you can do more tutorials and that's cool!
I can't! City rules! Besides, when I cut the lawn, I think that every bran of grass are stuff that annoy me and I have a visceral pleasure chopping their head off. (Yeah, I know, I need professional help....)
Merci Bob j'apprends des nouveau truc, par contre j'arrive pas à activer le loop de cylindre dans les quad, c'est dans quel menu, faut l'ajouter en plug in ?
@@Meteotrance La fonction Circle? Ça vient de l'addon LoopTools. Je crois que le addon vient acec Blender, Tu as juste à l'activer. Après je fais 2 inset
You are genius and far more experienced than your subscribers. But I feel that you messed up with changing too much of UI. You change Navigation? I understand but you wanted Blender to work more like Maya. I don't think it's a good idea. You are struggling with snap tool.
What do you mean by I’m struggling with snaps? My setup is way better than default Blender. It’s setup like Maya where I just press a key to activate the snap and it turns it off on release. I talk about it in my Maya to Blender survival guide.
@@BlenderBob you want Blender to work like Maya. But as a long time blender user I feel you are complicating the interface. Like changing Maya to work like another software like Cinema4d or Modo or Blender. In blender people usually select vertices mode in snap menu to clean up. Later during the process single ctrl key with navigation keys (never gizmo) does the work. Use ctrl key to solve snapping issue. there is no need to turn it off or on.
Ok guys! Many of you pointed out that Dissolve Edge loop has an option to keep the vertices! Duh! I feel stupid! Thanks for making me a better Blender user!
For advance hard surface. I'd suggest to model a cylinder with lots of holes (some circular and some has sharp corners) on the side.
@@amakohi You mean like the end of a machine gun?
@@BlenderBob Yeah, something like that. But machine gun are easy since the holes are distributed evenly. It's a lot harder if the holes are in different shapes and are not uniformly distributed. Maintaining the curvature of the cylinder will be harder, especially if some of the holes have sharp angles and close to a circular hole.
@@amakohi Give your cylinder a good density. Make a duplicate of the cylinder for later use. On the first one, make your holes using "circle" from Looptools. The circle will screw up the shape or your cylinder. So use a shrinkwrap modifier with the copy as a target and the cylinder should get its shape back. Make sense? If not, come on FB or Discord and I can explain it to you better. Similar to what I explained om this clip actually. :-)
You can also select adjacent faces and press F. It will merge them and keep the vertices.
I have to say that Bob is really a CG veteran with a lot of industry experience. There are tons of Blender tutorials that only show some basic stuffs and not explain in detail. Bob does a awesome job in explaining these and shows many many helpful tips. Thanks a lot man!
I really like it when you give tips like "all bevels need to be divisible by 4". These are little nuggets. It doesn't really what the model you do from my perspective, just all quads, sub-D, and the tricks (these are the unique vid's you don't see others do, there is plenty of tri game asset vid's out there)
When you Dissolve Selection (the Edge) there is the "redo panel" that pops up in the lower left of the viewport to adjust the operation and toggle other options if necessary. One such option is called "dissolve vertices" -- uncheck that. If you make your own keymap, you can always toggle that off if necessary.
Hey :) First of all I love your channel! It's really cool to have someone doing everything from a professional point of view. I think the Blender Community really is gonna profit in the long term from people like you :)
Just two things I noticed.
Instead of always insetting for getting edges you could also use sharpen of the hardops tool kit, which makes everything smooth and automatically notices sharp edges. But you also get the possibility to mark sharp edges in the editing tab. Selecting the edges might seem cumbersome at first, but it also means you gonna have less geometry with the same visual result in the end.
And you really should take a look at the tool "Mira Curves" it makes hard surface curved surfaces so much easier as you are able to just select edges and align them along a bezier curve :)
Thanks for the comments. Blender Bob is about working in the VFX industry where models will move constantly from one software to another. Using tricks like creases are cool and can make the model lighter but will not necessarily translate well, if at all, in another package.
@@BlenderBob Thanks for the answer! I didn't think about that. So here is an idea for your next video :D
How to prepare a blender model for the vfx industry ;)
Because honestly from that point of view I (and I think many others) have no clue what information is passed on in FBX or OBJ. What about smooth shading, subdivision surface and modifiers in general?
@@lukasalberter9886 Yep, I got a few requests about it. But now I will stop with the modeling for a while. Next one is about lighting, probably this weekend
Hey BlenderBob. Small thing that I found out accidentally that you may already know but I didn't. You can click on the sliders in blender and you can input a number bigger than the limit of the value in it. So the easy example is resolution. You can slide it all the way to 100 and it stops you. But if you click it and type 200 it'll accept it. Same goes for most sliders. Like smoothing or other stuff.
Ps. FINALLY the cat cameo at 11:52
Edit: it even works on lights so you can have negative light in the scene......
Ah, some real modeling tips from a real pro! There's too many simple tutorials out there, and many that are for advanced users, but this lever of tips and tricks is perfect for me to advance my modeling techniques! Thanks B-Bob!
Thank you for this tutorial, I've learnt more in 40 minutes than I have in 4 months...
Clear, concise, and logical.
Mixing hardsurface and organic shapes is one of the hardest tasks I guess. That could be one part of the tutorial.
But the main interest is to get to see how all the hidden tools work in conjunction with each other. + the shortcuts.
Because errors with wrong used tools you get a lot, but no help or clarification on what went wrong.
OR: Why is the button on this selection clickable, but will fail, without stopping it in the first place...
Like meshmachine, sometimes itself doesn't know what it's doing... :-)
Anyways, thanks for the fun and learning tutorial.
Bob you can press i to inset , no need to change tools and also inset once and Shift R to repeat last opperation
Yeah, I go in the menues and I use the icons on purpose because I remapped my keyboard too much. When I model for myself I don't do it the same way as I do for tutorials.
This was exactly what I was looking for. So many useful tips! Thank you for taking the time and effort to create this.
didnt realise i should have been using the J hotkey instead of the F hotkey. That would explain why I sometimes had duplicate/overlapping edges. Thank you so much!
Plus je regarde vos vidéos, plus je comprends comment modéliser correctement. C'est expliqué simplement, sans de termes trop techniques (facilement compréhensible même pour une personne allergique à l'anglais). Une mine d'or cette chaîne.
I recommend using the slide relax sculpt brush to smooth polygons instead of just the normal smooth. if you press shift while using that tool it will go for even distribution of quads.
(just answering so the information keeps together)
And in some cases you might prefer use the "Mesh Filter" brush, in sculpting mode, and use Filter Type: "Relax". It's more abrupt but faster in some cases. But the "Slide Relax" brush is more convenient because you can use auto masks.
Blender Bob is awesome ! This is 3D modelling with meaningful insights, thank you very much for the valuable "Pro" sharing.
Thank you, that was hugely helpful. Have been struggling with modelling a Sherman tank turret with good topology. So many useful tips here that will really help.
8:24 you can set it default in the keymap (I guess you did modify the dissolve edges) in user pref. --> keymap just type the name "dissolve edges" or "dissolve selection" you can see under the mesh just expand it and uncheck the grey dissolve vertices (if it already uncheck but grey you check it once and then uncheck) and save you pref...
At 37:35 you can also press G key twice to activate move vertex on edge and also I think you mean "Shift + V" because "Shift + S" brings up the cursor pie menu. Its one of the best short-cuts I learned! Fantastic video! This is a masterclass in hard surface modeling!
Thanks for the info. Double G doesn't work for me anymore because of all the remapping I did.
A titan from titanfall :) Mechs are always great!
Yeah but that's like doing a block engine. It would take me forever. I don't know the game. I checked it out very fast. Yeah, cool designs. But it seems like most or the parts are not that hard. There's just a lot of them.
@@BlenderBob I guess, it would be interesting to see how the pistons for the joint and then have them rigged perhaps into a pose. A lot of hard surface models are very modular, perhaps if they were more organic and had layers to them it might add that level of complexity, similar to what you find in Vitaly Bulgarov's work for the 'Atom-Eater'.
Super vidéo. Vue 2x. Pleins de bonnes pratiques et tu expliques pourquoi faire les choses. Model idea: Kaneda's bike from Akira. Cheers!
25:00 You can also use "Grid Fill" from the Face menu to fill a hole with multiple edges. [ctrl F] is the default for the face menu.
For advanced HSM -> Star Trek: Insurrection - Data's ship, known as Mission Scout or Venture-class.
Gunstar from The Last Starfighter. Not hugely difficult, but it has some funky angles.
You know I modeled the interior of the Solar Collector in Insurrection? And many other things?
@@BlenderBob I didn't know that. Cool. I'm a relative newcomer to your channel.
Great video !
I really liked the retopo part, thanks for your advices !
Hello from France! Thanks for work, keep it up!
Merci beaucoup!
My new favourite channel
Modelling a WW2 Airplane is advanced for me. The P40, P51 or a Spitfire.
Spitfire shouldn't be too hard. Start from a cube, subdivision modifier, extrude and shape the body, extrude the wings. It will be similar to doing the cabin.
Great videos! I'm completely hooked! One thing I noticed is that you always use the smooth brush in many of your videos for smoothing large portions of your geometry.
Have you ever tried using Shift with the slide relax brush? It's a different form of smooth when using that brush which maintains the volume of your geometry, unlike the smooth brush, so the shrinkwrap modifier doesn't go crazy when the mesh drops below the high poly surface.
I generally drop the strength of the slide relax brush to about 0.6 or 0.7 so that vertices relax more smoothly and less jittery and hold down shift and smooth away. This brush has become essential for me now as a retopology tool and maybe works even better than the Quad Draw smooth because of the extra parameters on the brush.
please make a series of hard surface modelling from easy to hard. that would be helpful. :D anyway thanks for your videos :D
I already made two series on hard surface modeling :-)
Fantastic work. As for difficult hard surface. One of the star citizen ships is say, there are some challenging ones
Thank you for your tutorial. Maybe you should distinguish the black background from the black wireframe of the object. When watching the video, it seems to affect the observation
I don’t understand what you are talking about.
You are make incredible work
Thank you Blender Bob for another enjoyable tutorial. I would even watch it, if I would know everything about modeling. (which could never be the case because there's always another way...)
There exist some vacuum cleaners, espresso machines or trailrunning shoes with a few complicate areas...
Maybe it could be interesting to compare different modeling approaches for a complex situation (if you didn't do this already)
Great! Thank you.
Instead of adding a mirror modifier, setting it, applying it, try "Mesh -> Does the same thing but faster! :)
I actually have marking menues to do that but what I teach is different than the way I work in real live. This is a basic modelling tutorial and when I put too much stuff in my clips people complain. :-)
congrats on over 5K man!
any kind of curvy hardsurface modelling would do for an 'advanced' tutorial really, cars is just an extreme example of it and its done way better and faster in cad. i guess you could do something like a hair drier for a tutorial, what do you think?
Les marionnettes c'est parfait
Alpine ski boot, or airbus A320 neo - front part with pilot cabin windows very challenging, at least for me.
You know if you are going to draw out where you want to retopo mesh with the annotate tool , you can use Bsurfaces to generate the mesh.
Huh? Looks awesome. I will have to check it out. Thanks.
Great video again, thank you!
8:45 I don't see how to do it in a single step so you might as well delete the edge and refill after, but another way to do it is probably to first do an edge flip and then dissolve.
It is a weird edge case though.
Turns out there's an option in dissolve edge to keep the vertices.
@@BlenderBob yeah I saw the other comments haha, oh well
Or General Grievous - also interesting object for a modeling.
Terminator T-800 endoskeleton.
... Did I exxaggerate?!
Crazy Bob. Plein de bonnes choses dans cette vidéo.
PS : il fait aussi chaud que ça au Québec !? 😁
Il faut super chaud! Mais je travaille dans mon sous-sol et à cause de la clim, je gèle!
@@BlenderBob Eteins la clim ... j'dis ça :)
@@stephanechataignie Si je fais ça, le reste de ma famille va cuire. Je vais être accusé de meurtre par combustion spontané préméditée. Je vais me retrouver en prison et il n'y a pas de clim en prison.
@@BlenderBob 😂😂
I am having trouble creating extruded curves from a cylinder. Take a look at the star ship Enterprise E. The body is a cylinder that extrudes into a half sphere. I can't seem to wrap my head around the shapes and how they can blend together. It's like curves on curves on curves. Could you cover that in the future or is that not advanced enough?
The Enterprise E is not something you can model from primitives. It's way more complex than that. Modelling that ship would take way too long to make a tutorial. For the body I would actually start the body from a cube with 1 level of subdivision. Then I would extrude some polys in front and back to make it longer and then refine the model as I go.
Had me at puppets
Finally someone commenting on the puppets. :-)
yip yip yip Yip YipYIPYIPYIPYIPYIPYIPYIP
Allways witting for this 🌹🌹
...here (in this vid) you have shown me "advanced" modelling technic. Thx you very much. But if have enough time - make the Andromeda. (curvy enough? )
And by the way; so many views on the eagle one tut; i think you hit a nerve with that. Make scifi stuff, i think it still working, Scifi is still popular.
That's not advanced yet. :-) What's Andromeda? The galaxy?
@@BlenderBob Advanced i mean, this is a good way to learn it from the beginning that way - i did it the hard (different) way. / Not the galaxy - Gene Roddenberry's Andromeda with Kevin Sorbe (Sorbo?!?)
@@MrBlendercross I see. Interesting design
Bob, I love your tutorials. So, stop mowing the lawn, it is useless, it consumes energy and the din annoys your neighbors. And above all, the cut grass is a uniform desert and almost lifeless. That way, you can do more tutorials and that's cool!
I can't! City rules! Besides, when I cut the lawn, I think that every bran of grass are stuff that annoy me and I have a visceral pleasure chopping their head off. (Yeah, I know, I need professional help....)
Mr. Bob, one request for people coming from other software, could you enable visible keyboard shortcuts so we can follow?
I can’t because I made too many changes on my keyboard. Sorry
It's alright, sooner or later, we'll get it. Thanks for your continuous content, I'm sure the channel will grow greatly like this!
Blender Bob, Blender Bob, we gonna fix this.
Engagement comment, no links or anything :) just a thank you
I actually shouted push uppppsss
If I may ask,What is the function of your F key?
You remapped your keys so I don't know. Seems useful.
F is the default setting. New edge/face from vertices.
Thank you
What about an engine for a new hard surface tutorial😂
"limited dissolve" to delete an edge and not the face or vertex
saw your post note: by the way limited dissolve is in the delete menu when you press 'x'
Donut wasn't done before.
Merci Bob j'apprends des nouveau truc, par contre j'arrive pas à activer le loop de cylindre dans les quad, c'est dans quel menu, faut l'ajouter en plug in ?
Le loop de cylindre dans les quads? Huh? Tu peux me donner un timing pour me dire où je fais ça?
@@BlenderBob le loop cut en faite qui est composer de quad et dans lequel tu extrude un circle.
@@Meteotrance Tu peux me donner le temps dans le clip où je fais ça stp?
@@BlenderBob vers 18:21
@@Meteotrance La fonction Circle? Ça vient de l'addon LoopTools. Je crois que le addon vient acec Blender, Tu as juste à l'activer. Après je fais 2 inset
You are genius and far more experienced than your subscribers. But I feel that you messed up with changing too much of UI. You change Navigation? I understand but you wanted Blender to work more like Maya. I don't think it's a good idea. You are struggling with snap tool.
What do you mean by I’m struggling with snaps? My setup is way better than default Blender. It’s setup like Maya where I just press a key to activate the snap and it turns it off on release. I talk about it in my Maya to Blender survival guide.
@@BlenderBob you want Blender to work like Maya. But as a long time blender user I feel you are complicating the interface. Like changing Maya to work like another software like Cinema4d or Modo or Blender. In blender people usually select vertices mode in snap menu to clean up. Later during the process single ctrl key with navigation keys (never gizmo) does the work. Use ctrl key to solve snapping issue. there is no need to turn it off or on.
Model a trimmer
Trimmer? Like to shave hair?
@@BlenderBob yes yes... like the new ones are coming with a curvy matte form