Absolutely. There isn't many HardOps and Boxcutter good tutorials out there. I think the explanation in this video works because AOV is explaining which Blender feature is replacing. I add my applause to yours 👏
Believe me, the same thing happened to me too until I got the free course The Topology Handbook and learned quite a few useful techniques and shortcuts
Blender has inbuilt Carver addon and it has has rebool mode which allows to do a slice somewhere similar to what you've shown with hardops. If you turn off "apply operations" and slice the mesh with line, you'll have two separate parts of mesh and a slicer. You can pick e.g. right part, then add the slicer with shift, duplicate them with shift+d and move aside. Then you delete the original right half and you'll get the same result as if you've used uniquify.
@@ArtisansofVaul an example use: the very end of southern shotty’s “fast and easy stylized rock” he makes a rock. He’s just mocking me pretty much. I can’t get it to work smoothly like that
Bisect, it gives you the ability to define a plane move it then pick if you want to remove one side the other side and if you want to cap them both. I usually duplicate then bisect one keep one half then bisect again (same plane values) and keep the other with end caps. It's an amazing starting point for breaking up big objects for 3D printing (like a 1:3000 Battlestar Valkyrie i did for a tabletop once). Honestly it's the fastest one for me.
"Weld Edges to Faces". If I need to turn an N-gon into quads with good topology, then I lay out the topo as disconnected edges atop the face and hit "Weld Edges", and it automatically carves them into the surface. It's much cleaner and more precise than trying to do it as loop cuts or with the knife tool, since it doesn't affect the underlying geometry until you run the operator.
Muito bem , pode até parecer uma coisa básica mas nem sempre nos lembramos como fazer, e é sempre bom saber várias maneiras de cortar e separar objetos.
Would you be willing to make another video on this subject but for joint articulation for turning a model into an action figure? Can you import a separate stl in with a model and use it as Boolean?
Do you mean creating the actual articulation joints or making a model of seperate parts that can be glued together in various positions because they have ball joints?
Yes, the second part. I’m trying to add ball joints/joints to an existing model to 3d print and then put back together. Also I need to figure out if you should separate all appendages first than add joints? I was able to pose it in an A pose following your how to pose video so I have it in a somewhat optimal position to be able to work on it in blender, but don’t know how to go about it from there. All appendages I want articulated have their own faces set, can you separate them from faces?
@@ArtisansofVaul you read comments and find even better ways to do the same thing. I think comment section is very funny thing and knowledgeable experience 🤣
This video came right on time. I am making a roblox game and in order to import large models I need to cut them into different pieces and then import them separately
Slicing a cube is easy... Slicing a complicated vertex-heavy mesh - not so easy. The secret is to H after the cut, then L to select one of the 2 parts, then Alt+H, then P
I've learned more about Hard Ops from watching your channel than I ever did watching the Blender Bros channel(s). I love the way you explain things.👏
Thanks so much man, that's a huge compliment 😁👌🏼
Absolutely. There isn't many HardOps and Boxcutter good tutorials out there. I think the explanation in this video works because AOV is explaining which Blender feature is replacing. I add my applause to yours 👏
Believe me, the same thing happened to me too until I got the free course The Topology Handbook and learned quite a few useful techniques and shortcuts
Blender has inbuilt Carver addon and it has has rebool mode which allows to do a slice somewhere similar to what you've shown with hardops. If you turn off "apply operations" and slice the mesh with line, you'll have two separate parts of mesh and a slicer. You can pick e.g. right part, then add the slicer with shift, duplicate them with shift+d and move aside. Then you delete the original right half and you'll get the same result as if you've used uniquify.
I'm going to have to check this out! Thanks so much, I hadn't heard much about this. 😁👌🏼
Carver is wonky for me. I tried to incorporate it and it always took me a few tries.
@@fergadelics I'll have to have a play with it 👍🏻
@@ArtisansofVaul an example use: the very end of southern shotty’s “fast and easy stylized rock” he makes a rock. He’s just mocking me pretty much. I can’t get it to work smoothly like that
To show you the power of Blender
[chainsaw noises]
I sawed this cube in half
😅😅😅
In Edit Mode you can work with the Bisect Tool. It comes together with the knife tool
Good call 👌🏼😁
Great run down as always!
Cheerd 😁
Bisect, it gives you the ability to define a plane move it then pick if you want to remove one side the other side and if you want to cap them both. I usually duplicate then bisect one keep one half then bisect again (same plane values) and keep the other with end caps. It's an amazing starting point for breaking up big objects for 3D printing (like a 1:3000 Battlestar Valkyrie i did for a tabletop once). Honestly it's the fastest one for me.
Here's another vote for bisect. It can be very useful for slicing up big messy stls to facilitate 3d printing.
Good suggestion. This sounds like a great video for the future 👍🏻👌🏼
"Weld Edges to Faces". If I need to turn an N-gon into quads with good topology, then I lay out the topo as disconnected edges atop the face and hit "Weld Edges", and it automatically carves them into the surface. It's much cleaner and more precise than trying to do it as loop cuts or with the knife tool, since it doesn't affect the underlying geometry until you run the operator.
That's an interesting way to use the weld tool. I'm going to have to try that out. Thanks 😁👍🏻
Muito bem , pode até parecer uma coisa básica mas nem sempre nos lembramos como fazer, e é sempre bom saber várias maneiras de cortar e separar objetos.
Really useful stuff as always. Thanks mate.
Always a pleasure 😁👍🏻
Select a loop and press V? Mostly no better than K but it is another method. Another great straightforward video btw!
I love the rip tool but oddly have never used it for this purpose. Great call! 👍🏻😁
Huh! Never heard of V before! Thanks for commenting
haha one just one!! now six! thanking ya pretty handy with that slicing!!
😁 Great to be able to show you something new 😁
Would you be willing to make another video on this subject but for joint articulation for turning a model into an action figure? Can you import a separate stl in with a model and use it as Boolean?
Do you mean creating the actual articulation joints or making a model of seperate parts that can be glued together in various positions because they have ball joints?
Yes, the second part. I’m trying to add ball joints/joints to an existing model to 3d print and then put back together. Also I need to figure out if you should separate all appendages first than add joints? I was able to pose it in an A pose following your how to pose video so I have it in a somewhat optimal position to be able to work on it in blender, but don’t know how to go about it from there. All appendages I want articulated have their own faces set, can you separate them from faces?
Do you have a video or a short of the best way to add a dowl joint to be able to cut things in half and join them after printing?
It's not exactly a down joint but the skills remain the same (just a different shape): ua-cam.com/video/L0wYL1URqjY/v-deo.html
@@ArtisansofVaul ah great, yeah I only used the word dowl because I thought 'kind of like a connector thingy" didn't sound like a technical term
"knife project" for cutting out shapes
That's a good call. Kind of an extension tot he first option.
At 3:00, you can press L and choose by sharp and then p to seperate.. why to apply edge split and then apply it and then do seperate.
You could do it that way for sure. Similarly you could select the edge and press v to split them without making them sharp
@@ArtisansofVaul you read comments and find even better ways to do the same thing. I think comment section is very funny thing and knowledgeable experience 🤣
This video came right on time. I am making a roblox game and in order to import large models I need to cut them into different pieces and then import them separately
Always great to be able to put out a well timed video 😁 I hope ot helps
Quick answer for those not feeling like watching the whole vid: there are a million and one ways.
😅😅😅
Hops is best for most cases.
I totally agree.
Slicing a cube is easy... Slicing a complicated vertex-heavy mesh - not so easy. The secret is to H after the cut, then L to select one of the 2 parts, then Alt+H, then P
You don't need to hide things to be able to use the L key to select a bit of the mesh. It works off of connected parts.
@@ArtisansofVaul But the entire mesh is connected, even after knifing it. Knifing merely adds vertices
@eitantal726 Oh true. But then you'd just hit V to rip them. Saves some clicking/hiding nonsense.
How about six methods to bend an object.
Ohhh.... nice idea!
@@ArtisansofVaul hope you do make a tutorial on all the ways you can bend objects 😀
Sculpting - line project.
Bisect.
Nice 👍🏻