@@ArtisansofVaul Honestly the stuff you did so far will keep me busy for quite a long time. I am very interested in creating stuff for miniature games. Many of your tutorials cover alot of what I am looking for. First time iam going for vacation and kind of sad that I have to do a break 😂. Keep things up great work dude.
this right here is outstanding. I have been looking for a way to create bases more efficiently and you sir have helped so much. thanks for these great videos
ohhhh! lindo demais! estou acompanhando! encontrei seu canal ontem! estava querendo informações sobre divisões de painéis! muito bom! obrigado! sou do Brasil! essa modelagem lembra muito os cenários dos kits plásticos da MINIART. adoraria ver os prédios antigos e ruínas! muito muito muito lindo! parabéns!
I am glad it is helping. I have videos on making damage to buildings here: ua-cam.com/video/eU1TeUlAN-Y/v-deo.html And here: ua-cam.com/video/9H5Rctg57NE/v-deo.html
Thanks so far! As I'm learning Blender right now just to be able to create printable objects this series really helped me to get a start. Your pace and style are just perfect. Really easy to follow without the feeling to miss out important stuff or to get told any unimportant stuff. As I'm really new to this kind of stuff I'll follow your other videos next but I'm pretty sure questions will rise up eventually. As of now I seem to have understood everything so far. Some of the "Non Manifold Edges" Issues I ran into I solved by filling, hope this will work just as fine. Some of the smaller, yet now microscopic, triangles just were'nt filled. So anyways. Just wanted to leave a big "thank you". I'll keep following and be assured that the day will come, when I start nagging you with different questions 😜
😁 Thanks so much. Its great to hear that the tutorials have been useful and easy to follow along. You have probably hit on one of the tricker points in Blender, making sure the mesh is manifold. I have some videos that look at this as well depending on the issue and I hope you find them helpful. Here are a couple you might like: Mesh Machine - Bool Clean-up: ua-cam.com/video/5hvMERSRU24/v-deo.html Boolean Dos and Don’ts: ua-cam.com/video/6pPDXBJiqyA/v-deo.html
I really enjoyed all of this series. I really liked how you explained your workflow and your thought process. I really want to work on warhammer type terrain and parts, and this is perfect as well for that. Keep it up, you have a new subscriber! It was incredibly helpful.
This was a fantastic tutorial. I'm ready now to do my own project (redoing bases that I made in a no longer supported software) but I think I'm going to start by just following along with this in Blender and duplicating your effort just to get the muscle memory in for the various hotkeys and such.
In the end I decided to break the skills up into smaller parts to make it easier for people to find the bits they wanted. You can find the videos here: Windows using the shear tool: ua-cam.com/video/GS4uU7L27oY/v-deo.html Gothic windows: ua-cam.com/video/-Y5JWT4eu_c/v-deo.html Sculpting damage on buildings: ua-cam.com/video/eU1TeUlAN-Y/v-deo.html Hope that helps
Oh definitely. Once you have removed the bases I would use the same shape cylinder but increase the size a little (so there is a little wiggle room for the based to fit into) then remove it from the scene using a difference boolean.
Thank you for the tutorial, You are very clear and easy to follow. It was also easy enough to convert this into 25mm base sizes as well, which is my main interest in model bases. Thanks again, I've subbed and I'll shout you out on my channel when I show off what I've made with what I've learned here!
Really happy you found them useful and thanks for the sub. If there's anything you're looking for a tutorial on Blender drop me a message, I like getting requests.
Really been enjoying the Series. Though I did make the choice to switch to maya from Blender (worked better for me) My Scene is still very much a work in progress but I've love the process and the creativity these videos have bought out in me. Do you have a discord community?
That's great to hear, if it makes people want to model (in whatever program) that's mission accomplished. I don't yet but its on the list to set up for the Patreon.
HI, got an issue seemingly when i import STLS, say rocks into the base, convert to mesh and then join up, as i then boolean the base shape from the initial slab, it seems to cling to a former STL object, even though they have been combined already
I'm not quite sure what you mean by cling? STLs can have some geometry issues if they have not been well made. It might be worth trying the 3D-print toolbox on the STL as well to check it's not got errors that would impact it.
Okay, I have a question - how did your bases end up scaling correctly when exported? You had your base measurement as 1m and then when you exported you left the scaling at 1 so... shouldn't the bases have been massive?
Im going to have to be clear that this is all "theory" so I cant be sure. But I think when Blender exports an STL is only attaches a comparative unit (so 1) to each size and Blender is used to 1m equalling 1 so it reads find when you then import it into a program like Lychee that is reading the 1 as 1mm. Ive actually had more issues when I have changed the units in Blender to millimetres as I think Blender still exports that not as 1 but as 0.001 (because it compares it to the metres). In other programs like 3D Builder it actually asks what units are being imported so that might support this theory. At this point I only really know that it works :D
Thanks very much for this series. I'd never opened Blender or any other 3D tools before and found these videos incredibly useful for understanding the basics. I've got all of the way through to the final stage of video 5 where you 'cut out' the bases using the boolean intersect array but am having a problem. I select the base/cylinder then use the intersect boolean tool dropper on the scene. The base disappears at that point, but I don't have the 'Apply All, Delete all, viewport vis and toggle stack' buttons visible on the right menu so can't click on the next step (apply all). I am almost certainly doing something stupid! Any help you can offer would be appreciated.
You aren't at all. Its something that's you have to add on (I didn't realise). Go to edit>properties>add-ons and in the search type modifier. There should be an option called something like Interface: modifier tools.
When you fill the circle after creating it, you say press tab and then 'F' to fill. But if you've followed your previous tutorial on settings and installed machin3 this doesn't work. Is there another way to do it in this case? Cheers.
Hi Rob. First thanks for following along. I'm assuming you mean to fill the circle (if not please say). Click tab and either to the right (vertex mode) or down (edge mode), then press a to select all if they arent already selected and then press f
Don't know if you'll read this but I am having the problem where when I cut out the base all my stones have an empty face from where they are booleaned. Not sure why as I've followed all the steps. Also great series by the way I've been going through all your videos and have found them the most helpful online.
Hi there, sorry for the delay getting back to you. That implies there is an issue with one of the meshs of the two objects. Try running 3D-print toolbox on each and see if it shows any issues as this can happen. Let me know how it goes!
When you bridge the edges (min 5:38), doesn't that leave you with a base with walls that have no thickness? Don't you need to use solidify or other method to add thickness to the base?
Good question. The walls themselves do not need to have a thickness because they combine with the top and the bottom to make a single manifold object meaning it will print fine. However, the base is one solid piece (no indent on the underside). If you wanted to have that indent it would be best to do that after the bases have been cut from the scene (I would do it by insetting the bottom face and then extruding it up and scaling slightly to give even wall thickness.
@@ArtisansofVaul Right. When I've done that in the past I run into an issue. Since the sides are not straight, when I extrude the bottom inset up, it doesn't follow the angle of the side walls, it extrudes straight up. It ends up intersecting with the sides of the base and adding material outside, plus not having equal thickness. Is there a way to extrude alongside the path marked by the sides?
@@bravodium To be fair your method isnt wrong, it can work fine and won't cause issues. Its just not the work flow I would use as the solidify modifier can cause issues and your have to realign the bottom of the base as it will solidiify perpendicular to the angle of the sides. But with my method you would need to go into side view and scale in the extruded face. Either works fine but importantly youd want to do it after you have cut the base out of the scene (which is why I dont use the solidify to start with and do it by joining the top and bottom of the base in this method).
@@bravodium If you do ever have something you want me to look at or youd like a video about always feel free to drop a comment here or you can find me on Instagram or Facebook (same name for my page) and drop me a message. Its often easier for me to help out there as you can send images.
is there any reason you could not do the same with a cylinder to make the base or has it got to be made with two circles thank you yet a superb playlist !!! five stars***** 👍
Thankx 😁👌🏼 So the issue with a cylinder is that you can't accurately control the size of the smaller surface without using some maths or separating them out (if you want that perfect sizing). The better object to use is actually a cone where you can. I have a video on that here if you're interested: ua-cam.com/video/Y0NpkcdOB6c/v-deo.html
When I cut the bases out everything seems to be hollow so I can see inside the pieces but on your videos that doesn't seem to be the case.. What mistake did I make?
Good question. Did you do the checks beforehand? At a guess it might be that you need to check the cylinder you used to cut out the base (if you haven't fixed the face on the bottom of it to be the right way around it could cause this issue).
@@ArtisansofVaul I had already done the normals thing but its still hollow when I cut it out and another problem is that when I add the boolean everything becomes softer and the corners are not sharp anymore :/
@@justinkemple7925 The soft bit should be an easy fix. Right click on the object in object mode and select shade flat. I'm not sure how to help with the boolean not working without seeing it. My email address is neilcollins1206@gmail.com if you have Google drive and want to share a save of the file just before you boolean I'd happily take a look.
@@ArtisansofVaul I figured it out, the main scene itself has missing faces and the normals are all over the place and I'm having to go in and fix all of them individually
👍🏻 I have covered some individual bits on buildings like windows and damage. It seemed easier for people to search for than having one huge tutorial. Here's some links: ua-cam.com/video/eU1TeUlAN-Y/v-deo.html ua-cam.com/video/GS4uU7L27oY/v-deo.html ua-cam.com/video/-Y5JWT4eu_c/v-deo.html
I’d really love to see a tutorial on buildings
Cool. I'll add it to my list. There are some different cool ways of making buildings in Blender so I'll have a think of how to approach them.
amazing series! I have 4 wonderful bases that I look forward to printing
That's awesome to hear. 😁 Its so nice to know people are putting the videos to good use. 👍🏻
That was a very informative tutorial. I really learned a lot thanks for the work. I will now try to work through many of your other tutorials.
Great to hear. If you're on the hunt for anything particular let me know and I can point you in the right direction 😁
@@ArtisansofVaul Honestly the stuff you did so far will keep me busy for quite a long time. I am very interested in creating stuff for miniature games. Many of your tutorials cover alot of what I am looking for. First time iam going for vacation and kind of sad that I have to do a break 😂. Keep things up great work dude.
this right here is outstanding. I have been looking for a way to create bases more efficiently and you sir have helped so much. thanks for these great videos
No problem. Really happy to hear the videos are helpful.
ohhhh! lindo demais! estou acompanhando! encontrei seu canal ontem! estava querendo informações sobre divisões de painéis! muito bom! obrigado! sou do Brasil! essa modelagem lembra muito os cenários dos kits plásticos da MINIART. adoraria ver os prédios antigos e ruínas! muito muito muito lindo! parabéns!
I am glad it is helping. I have videos on making damage to buildings here: ua-cam.com/video/eU1TeUlAN-Y/v-deo.html
And here: ua-cam.com/video/9H5Rctg57NE/v-deo.html
@@ArtisansofVaul muito obrigado! este (ua-cam.com/video/eU1TeUlAN-Y/v-deo.html) assisti ontem também! aliás, vi muitos ontem! Verei o outro agora.
These are really helpful.
Cheers. Glad to hear its helping lots of people and thanks for the comment. Always great to get positive feedback.
Thanks so far! As I'm learning Blender right now just to be able to create printable objects this series really helped me to get a start. Your pace and style are just perfect. Really easy to follow without the feeling to miss out important stuff or to get told any unimportant stuff.
As I'm really new to this kind of stuff I'll follow your other videos next but I'm pretty sure questions will rise up eventually. As of now I seem to have understood everything so far.
Some of the "Non Manifold Edges" Issues I ran into I solved by filling, hope this will work just as fine. Some of the smaller, yet now microscopic, triangles just were'nt filled.
So anyways. Just wanted to leave a big "thank you". I'll keep following and be assured that the day will come, when I start nagging you with different questions 😜
😁 Thanks so much. Its great to hear that the tutorials have been useful and easy to follow along. You have probably hit on one of the tricker points in Blender, making sure the mesh is manifold. I have some videos that look at this as well depending on the issue and I hope you find them helpful. Here are a couple you might like:
Mesh Machine - Bool Clean-up: ua-cam.com/video/5hvMERSRU24/v-deo.html
Boolean Dos and Don’ts: ua-cam.com/video/6pPDXBJiqyA/v-deo.html
I really enjoyed all of this series. I really liked how you explained your workflow and your thought process. I really want to work on warhammer type terrain and parts, and this is perfect as well for that. Keep it up, you have a new subscriber! It was incredibly helpful.
Thanks so much. And I'm glad the videos are helpful.
This was a fantastic tutorial. I'm ready now to do my own project (redoing bases that I made in a no longer supported software) but I think I'm going to start by just following along with this in Blender and duplicating your effort just to get the muscle memory in for the various hotkeys and such.
Great plan. The muscle memory is such a big deal in speeding up workflow.
Great tutorial series!
Thanks so much. Cheers for taking the time to watch them all and to comment, really appreciated.
great tutorial
Thanks 😁
Would love to see that video on grimm dark sci-fi buildings
In the end I decided to break the skills up into smaller parts to make it easier for people to find the bits they wanted. You can find the videos here:
Windows using the shear tool: ua-cam.com/video/GS4uU7L27oY/v-deo.html
Gothic windows: ua-cam.com/video/-Y5JWT4eu_c/v-deo.html
Sculpting damage on buildings: ua-cam.com/video/eU1TeUlAN-Y/v-deo.html
Hope that helps
great video thanks! i did this with a crater which looks amazing. Is there a way of printing the who diarama with base slots?
Oh definitely. Once you have removed the bases I would use the same shape cylinder but increase the size a little (so there is a little wiggle room for the based to fit into) then remove it from the scene using a difference boolean.
@@ArtisansofVaul brilliant thanks
Thank you for the tutorial, You are very clear and easy to follow. It was also easy enough to convert this into 25mm base sizes as well, which is my main interest in model bases. Thanks again, I've subbed and I'll shout you out on my channel when I show off what I've made with what I've learned here!
Really happy you found them useful and thanks for the sub. If there's anything you're looking for a tutorial on Blender drop me a message, I like getting requests.
Really been enjoying the Series. Though I did make the choice to switch to maya from Blender (worked better for me)
My Scene is still very much a work in progress but I've love the process and the creativity these videos have bought out in me.
Do you have a discord community?
That's great to hear, if it makes people want to model (in whatever program) that's mission accomplished. I don't yet but its on the list to set up for the Patreon.
HI, got an issue seemingly when i import STLS, say rocks into the base, convert to mesh and then join up, as i then boolean the base shape from the initial slab, it seems to cling to a former STL object, even though they have been combined already
I'm not quite sure what you mean by cling? STLs can have some geometry issues if they have not been well made. It might be worth trying the 3D-print toolbox on the STL as well to check it's not got errors that would impact it.
Okay, I have a question - how did your bases end up scaling correctly when exported? You had your base measurement as 1m and then when you exported you left the scaling at 1 so... shouldn't the bases have been massive?
Im going to have to be clear that this is all "theory" so I cant be sure. But I think when Blender exports an STL is only attaches a comparative unit (so 1) to each size and Blender is used to 1m equalling 1 so it reads find when you then import it into a program like Lychee that is reading the 1 as 1mm. Ive actually had more issues when I have changed the units in Blender to millimetres as I think Blender still exports that not as 1 but as 0.001 (because it compares it to the metres). In other programs like 3D Builder it actually asks what units are being imported so that might support this theory. At this point I only really know that it works :D
@@ArtisansofVaul Oh! You're absolutely right. I'd completely forgotten about this aspect of 3D printing. Thank you for the reminder.
Thanks very much for this series. I'd never opened Blender or any other 3D tools before and found these videos incredibly useful for understanding the basics. I've got all of the way through to the final stage of video 5 where you 'cut out' the bases using the boolean intersect array but am having a problem. I select the base/cylinder then use the intersect boolean tool dropper on the scene. The base disappears at that point, but I don't have the 'Apply All, Delete all, viewport vis and toggle stack' buttons visible on the right menu so can't click on the next step (apply all). I am almost certainly doing something stupid! Any help you can offer would be appreciated.
You aren't at all. Its something that's you have to add on (I didn't realise). Go to edit>properties>add-ons and in the search type modifier. There should be an option called something like Interface: modifier tools.
@@ArtisansofVaul amazing - you’re a star. Thank you.
@@fingersrfw8851 No problem at all. I'm glad you found the series useful 👍
When you fill the circle after creating it, you say press tab and then 'F' to fill. But if you've followed your previous tutorial on settings and installed machin3 this doesn't work. Is there another way to do it in this case? Cheers.
Hi Rob. First thanks for following along. I'm assuming you mean to fill the circle (if not please say). Click tab and either to the right (vertex mode) or down (edge mode), then press a to select all if they arent already selected and then press f
@@ArtisansofVaul thanks!
Don't know if you'll read this but I am having the problem where when I cut out the base all my stones have an empty face from where they are booleaned. Not sure why as I've followed all the steps.
Also great series by the way I've been going through all your videos and have found them the most helpful online.
Hi there, sorry for the delay getting back to you. That implies there is an issue with one of the meshs of the two objects. Try running 3D-print toolbox on each and see if it shows any issues as this can happen. Let me know how it goes!
YOU'VE ONLY BEEN DOING THIS FOR A YEAR!?!?!??!? I thought you must have started like 5 years ago!
Haha. No only 1 year my man 😅👌 Started just before last New Year.
When you bridge the edges (min 5:38), doesn't that leave you with a base with walls that have no thickness? Don't you need to use solidify or other method to add thickness to the base?
Good question. The walls themselves do not need to have a thickness because they combine with the top and the bottom to make a single manifold object meaning it will print fine. However, the base is one solid piece (no indent on the underside). If you wanted to have that indent it would be best to do that after the bases have been cut from the scene (I would do it by insetting the bottom face and then extruding it up and scaling slightly to give even wall thickness.
@@ArtisansofVaul Right. When I've done that in the past I run into an issue. Since the sides are not straight, when I extrude the bottom inset up, it doesn't follow the angle of the side walls, it extrudes straight up. It ends up intersecting with the sides of the base and adding material outside, plus not having equal thickness. Is there a way to extrude alongside the path marked by the sides?
@@bravodium To be fair your method isnt wrong, it can work fine and won't cause issues. Its just not the work flow I would use as the solidify modifier can cause issues and your have to realign the bottom of the base as it will solidiify perpendicular to the angle of the sides. But with my method you would need to go into side view and scale in the extruded face. Either works fine but importantly youd want to do it after you have cut the base out of the scene (which is why I dont use the solidify to start with and do it by joining the top and bottom of the base in this method).
@@ArtisansofVaul Got it, I'll play with it, thanks!
@@bravodium If you do ever have something you want me to look at or youd like a video about always feel free to drop a comment here or you can find me on Instagram or Facebook (same name for my page) and drop me a message. Its often easier for me to help out there as you can send images.
is there any reason you could not do the same with a cylinder to make the base or has it got to be made with two circles thank you
yet a superb playlist !!! five stars*****
👍
Thankx 😁👌🏼 So the issue with a cylinder is that you can't accurately control the size of the smaller surface without using some maths or separating them out (if you want that perfect sizing). The better object to use is actually a cone where you can. I have a video on that here if you're interested: ua-cam.com/video/Y0NpkcdOB6c/v-deo.html
When I cut the bases out everything seems to be hollow so I can see inside the pieces but on your videos that doesn't seem to be the case.. What mistake did I make?
Good question. Did you do the checks beforehand? At a guess it might be that you need to check the cylinder you used to cut out the base (if you haven't fixed the face on the bottom of it to be the right way around it could cause this issue).
Check the bit at 7mins of the video. Let me know if that's it and if now I can try suggesting some other things.
@@ArtisansofVaul I had already done the normals thing but its still hollow when I cut it out and another problem is that when I add the boolean everything becomes softer and the corners are not sharp anymore :/
@@justinkemple7925 The soft bit should be an easy fix. Right click on the object in object mode and select shade flat.
I'm not sure how to help with the boolean not working without seeing it. My email address is neilcollins1206@gmail.com if you have Google drive and want to share a save of the file just before you boolean I'd happily take a look.
@@ArtisansofVaul I figured it out, the main scene itself has missing faces and the normals are all over the place and I'm having to go in and fix all of them individually
add my name to the list of people wanting a tutorial on the buildings
👍🏻 I have covered some individual bits on buildings like windows and damage. It seemed easier for people to search for than having one huge tutorial. Here's some links:
ua-cam.com/video/eU1TeUlAN-Y/v-deo.html
ua-cam.com/video/GS4uU7L27oY/v-deo.html
ua-cam.com/video/-Y5JWT4eu_c/v-deo.html