Hi. I just found your channel. Its excellent quality tutorials. Do you plan on creating discord server with weekly/monthly challenges or something? or do you recommend discord server to join? Also I think you should promote your social media accounts better in the videos, to help you grow larger in youtube. Or ask people to use the notification feature of youtube so they can find your videos faster. =)
I am creating 3d models to insert into Flight Simulator. I like to do interiors of buildings eg. hangars and find it troublesome when faces are going the wrong direction and appear transparent. So interior walls need to face inwards and outer walls out, both with different materials. Solidify works well but I get problems after I create an arc, then turn it to mesh and extrude, then when I solidify the copy of slightly out of line.
I am trying to 3d print a car model. I got a stl from a friend, but that is not a model ment for printing, it is imported from rfactor game. I tried to slice it and print but I failed because the walls were too thin. Now I am trying to divide the model into smaller parts to print separately and glue together. Main problem is you are too fast. I am reviewing key moments several times to guess what you pressed, say to get directions of normals... I do what you do and there are options missing... Perhaps I need to start from very beginning, not from this video...
@@czajla hey. Any luck getting it to work? I'm getting cars from Assetto Corsa. The taking fusion 360 to separate parts. Then trying to print the body sections.
I was trying to determine if I should apply Solidify or SubSurf first. Thanks for explaining so simply the difference that the application order makes in the model. A visual explanation that will be easy to remember.
Simply and clearly explained as always. Please stick to this pace Justin and don't go at breakneck speed like the other youtubers, else we have to keep going back and forth to get it!
So happy I finally found this. Oof, saved many hours of thickening and pulling by hand. =) Now if there's a feature that mimics this with the Cut tool in Fusion...
Great video, CG - thanks. Don't forget you need to be in Object mode - and not Edit - for the Solidify Modifier to be Applied, as the APPLY option only turns on in Object mode. Took me a while to realise that - and, yes, I am an inexperienced learner! Cheers - Dai.
Really helpful, English is not my first language and it's truly got me stuck when learning modifier in Blender, hope you make another video tutorial like this
Interesting idea with the walls and the doors. The door technique is actually very similar to how you would create doors in the Quake engine 20 years ago, I think.
Hello, I tried to solidify evenly but it doesn't work on cuboid. Only some faces are getting thicker, while I am changing the tickness of the whole object. It works just on cube. Thanks for the answer, ML
If I make a cylinder pipe like in your example, how would I be able to add a texture on the inside that's different than on the outside? Same thing for the walls you demonstrated. For example, if that was a wall for interior/exterior with two different textures/colors?
thanks to this video i was able to solve an issue i had with one sided meshes where the backface would go invisible but i also couldnt flip it cuz then the other side would be invisible (i needed both sides to be visible) so i was able to make it just a tiny bit thicker and therefor show on both sides thank you so much
Apply the modifier. You can find this under the triangle at the top in the modifier panel. If you want to do this with multiple object, select all and right click. Choose Convert>to Mesh.
Can you point me in the direction on how to take a mesh from a game file (car) and make that a solid to 3d print? I have taken the file and cut it down into parts that i want to print however when i try to print that part it is only 1 wall thick and i need it to be a few millimeters thick (for strength) i tried taking the file and capping off all the open spaces however that did not work.
i have made a mask but it's too thick and nose part is a solid chunk. Is there a way to make the whole mask thickness be equal all over and remove excessive marterial from the backside of the mask so you dont ruin the front???. I tried using the solidify but i just get strange spikes building up on the mask.
I'm creating walls, and I'm using the thickness modifier, but not the way you are showing, I have the vertical section of wall, and then I'm extruding the wall's thickness with the modifier, and not the height
Hey very nice Video :). It it possible that the object have to faces after i add the Solidify Modifiere ? In the past versions of blender there was a way to set "apply" after you add Solidify. :) ?
Hi. I have problems applying solidify to an helicopter body model scale 1/72 of 1 millimiter. Should I solidify the 4 sides separately or there is a different approach to the problem ? Thankyou !
:) great job as always thank you. But I would like to make a window out of a subdivided square. doing the ticness the thicknesses are not seen. Imagine an old factory window with a grid of about 8 squares with old metal profiles.
Solidify's thickness seems to be buggy: For instance, if you set a 0.5 m thickness on the default 2-meter size cube or cylinder, it works fine and display a 1 m hollow. But if you change the XYZ dimensions of the object to 1 m, the 0.5 m thickness on both sides should close the gap, but it looks more like a .25 m thickness. You need to set up a thickness of 1 m on a 1 m wide object to close the gap. As if solidify works only assuming a default 2 meter object size, not the user-defined size. Even weirder things happen if you set up units in millimeters and try a 30 mm thickness on a 300 mm cube, even one hollowed out with only 4 faces left, to remove all possibilities of errors (I read that solidify does not work well on more than 2 adjacent faces). But I am new to Blender, maybe I am doing things wrong.
@@TheCGEssentials It was the scale indeed, thanks. I found out on my own at the same time reading more information about these basic scale and dimensions concepts. I have a hard time understanding why a solidify thickness in metric units does not apply to the object's XYZ dimensions, also in metric units, but on the scale of the object. Remembering that the scale is not the size of a cube but the size of a virtual box around the cube is confusing for such simple geometric volumes where scale and dimensions are identical (at first, before any transform). I model physical objects of specific dimensions, so I need to enter these dimensions every time, which messes up the scale that I need to re-apply every single time for the tools to work as expected. This is quite fastidious and frustrating, so I am probably not using the proper Blender workflow. I wish there was a way to lock the scale during modeling, instead of resetting it manually before every edit... Thankfully it's a simple project: I am building a vegetalized wall, with 26 cm cubes of light concrete, molding 4x4 cubes together as a 52 kg cinder block so there's only 31 blocks to lay out altogether on the foundations, a quick job. The cubes have a L12xH6 cm slot on top center for the plants to grow out, one slot every other cube on both the alley side and the garden side alternatively. Holes for drip watering too. I'll use the full wall render for the building permit.
Blender 4 does not have the normals options in the viewport overlay as shown in the video, does anyone know where they moved to? Edit: found them in Mesh Edit Mode Overlays in the button next door XD
Is there a way to attach a boolean modifier to an object so that when you move the object, the boolean moves with it instead of staying where it was created?
Justin does show this. Change to wireframe mode and you’ll see that your base object is within the expanded object. Change the direction of the modifier, as Justin shows you how to do.
When thickening a 3d shape I end up with the 3d original inside a new 'thickened' 3d shape. I need to either delete the original or find a way that the original shape is expanded and not cloned.
Say I\ve created a SQUARE with four different panels and snapped them together, such as a ROOM I've created, now the room is not entirely square either as it has some geometry to it. HOW can I fill in the floor for the room? Instead of creating a floor panel from scratch is there not a way to simply fill in the floor? Any help will be appreciated.
Hi everyone! Let me know what you use the solidify modifier for in the comments below! :)
Hi. I just found your channel. Its excellent quality tutorials. Do you plan on creating discord server with weekly/monthly challenges or something? or do you recommend discord server to join? Also I think you should promote your social media accounts better in the videos, to help you grow larger in youtube. Or ask people to use the notification feature of youtube so they can find your videos faster. =)
I am creating 3d models to insert into Flight Simulator. I like to do interiors of buildings eg. hangars and find it troublesome when faces are going the wrong direction and appear transparent. So interior walls need to face inwards and outer walls out, both with different materials.
Solidify works well but I get problems after I create an arc, then turn it to mesh and extrude, then when I solidify the copy of slightly out of line.
Great video!
I am trying to 3d print a car model. I got a stl from a friend, but that is not a model ment for printing, it is imported from rfactor game. I tried to slice it and print but I failed because the walls were too thin. Now I am trying to divide the model into smaller parts to print separately and glue together. Main problem is you are too fast. I am reviewing key moments several times to guess what you pressed, say to get directions of normals... I do what you do and there are options missing... Perhaps I need to start from very beginning, not from this video...
@@czajla hey. Any luck getting it to work? I'm getting cars from Assetto Corsa. The taking fusion 360 to separate parts. Then trying to print the body sections.
How do you completely fill an object and make it completely solid?
I was trying to determine if I should apply Solidify or SubSurf first. Thanks for explaining so simply the difference that the application order makes in the model. A visual explanation that will be easy to remember.
Simply and clearly explained as always. Please stick to this pace Justin and don't go at breakneck speed like the other youtubers, else we have to keep going back and forth to get it!
So happy I finally found this. Oof, saved many hours of thickening and pulling by hand. =)
Now if there's a feature that mimics this with the Cut tool in Fusion...
Your videos are excellent. It's a huge help as I get into blender.
Great video, CG - thanks. Don't forget you need to be in Object mode - and not Edit - for the Solidify Modifier to be Applied, as the APPLY option only turns on in Object mode. Took me a while to realise that - and, yes, I am an inexperienced learner! Cheers - Dai.
Thats for all modifiers not just solidify...
Thanks from the future.
Really helpful, English is not my first language and it's truly got me stuck when learning modifier in Blender, hope you make another video tutorial like this
Glad it helped!
Interesting idea with the walls and the doors. The door technique is actually very similar to how you would create doors in the Quake engine 20 years ago, I think.
amazing video , good job
This was incredibly helpful, thank you!
Hello,
I tried to solidify evenly but it doesn't work on cuboid. Only some faces are getting thicker, while I am changing the tickness of the whole object. It works just on cube.
Thanks for the answer,
ML
I haven't been able to find a tutorial that explains all the options of solidify modifier plz make a tutorial that explains all the options.
how can i apply the solidify modifier? i mean i use it and i try to comvert in editing object for sculpting
If I make a cylinder pipe like in your example, how would I be able to add a texture on the inside that's different than on the outside? Same thing for the walls you demonstrated. For example, if that was a wall for interior/exterior with two different textures/colors?
Not 100% sure but I believe you'd have to apply the modifier then unwrap the object you'd created
Thank you for sharing your know-how! Most appreciated!
I've been thinking about tracing my house's floor plan to help with additional furniture planning. This will help.
Awesome! :)
thanks to this video i was able to solve an issue i had with one sided meshes where the backface would go invisible but i also couldnt flip it cuz then the other side would be invisible (i needed both sides to be visible) so i was able to make it just a tiny bit thicker and therefor show on both sides thank you so much
When I bring this into a game it isn’t solid, it’s still hollow with double faces, what would you suggest? plz n Ty
thanks for the tutorial was wondering how to convert it to editable mesh afterwards
Apply the modifier. You can find this under the triangle at the top in the modifier panel. If you want to do this with multiple object, select all and right click. Choose Convert>to Mesh.
Can you point me in the direction on how to take a mesh from a game file (car) and make that a solid to 3d print? I have taken the file and cut it down into parts that i want to print however when i try to print that part it is only 1 wall thick and i need it to be a few millimeters thick (for strength) i tried taking the file and capping off all the open spaces however that did not work.
Trying to do the same thing..any luck?
i have made a mask but it's too thick and nose part is a solid chunk. Is there a way to make the whole mask thickness be equal all over and remove excessive marterial from the backside of the mask so you dont ruin the front???. I tried using the solidify but i just get strange spikes building up on the mask.
I'm creating walls, and I'm using the thickness modifier, but not the way you are showing, I have the vertical section of wall, and then I'm extruding the wall's thickness with the modifier, and not the height
Tanks
This is great❤
Solidify is not work properly with rectangular object. How can I fix this issue
Hey very nice Video :). It it possible that the object have to faces after i add the Solidify Modifiere ? In the past versions of blender there was a way to set "apply" after you add Solidify. :) ?
Hi. I have problems applying solidify to an helicopter body model scale 1/72 of 1 millimiter. Should I solidify the 4 sides separately or there is a different approach to the problem ? Thankyou !
:) great job as always thank you. But I would like to make a window out of a subdivided square. doing the ticness the thicknesses are not seen. Imagine an old factory window with a grid of about 8 squares with old metal profiles.
How do I edit the part that I've thickened in edit mode? I can only edit the original shape and not the thickened parts of it.
In the Solidify modifier click Apply. Then Edit the object as per normal.
@@michelledunn6712 Thank you! ^^
Thank you for the tutorial!
Thanks for watching!
Thank you
Does sketchup has a similar plug in ?
thank you for every thing
please can you tell me what is the meaning of ( offset- topology-shader )
sory I am beginer
Solidify's thickness seems to be buggy: For instance, if you set a 0.5 m thickness on the default 2-meter size cube or cylinder, it works fine and display a 1 m hollow. But if you change the XYZ dimensions of the object to 1 m, the 0.5 m thickness on both sides should close the gap, but it looks more like a .25 m thickness. You need to set up a thickness of 1 m on a 1 m wide object to close the gap. As if solidify works only assuming a default 2 meter object size, not the user-defined size.
Even weirder things happen if you set up units in millimeters and try a 30 mm thickness on a 300 mm cube, even one hollowed out with only 4 faces left, to remove all possibilities of errors (I read that solidify does not work well on more than 2 adjacent faces). But I am new to Blender, maybe I am doing things wrong.
Make sure you've applied your rotation and scale to your model before trying to use the modifier
@@TheCGEssentials It was the scale indeed, thanks. I found out on my own at the same time reading more information about these basic scale and dimensions concepts. I have a hard time understanding why a solidify thickness in metric units does not apply to the object's XYZ dimensions, also in metric units, but on the scale of the object. Remembering that the scale is not the size of a cube but the size of a virtual box around the cube is confusing for such simple geometric volumes where scale and dimensions are identical (at first, before any transform).
I model physical objects of specific dimensions, so I need to enter these dimensions every time, which messes up the scale that I need to re-apply every single time for the tools to work as expected.
This is quite fastidious and frustrating, so I am probably not using the proper Blender workflow. I wish there was a way to lock the scale during modeling, instead of resetting it manually before every edit...
Thankfully it's a simple project: I am building a vegetalized wall, with 26 cm cubes of light concrete, molding 4x4 cubes together as a 52 kg cinder block so there's only 31 blocks to lay out altogether on the foundations, a quick job. The cubes have a L12xH6 cm slot on top center for the plants to grow out, one slot every other cube on both the alley side and the garden side alternatively. Holes for drip watering too.
I'll use the full wall render for the building permit.
Blender 4 does not have the normals options in the viewport overlay as shown in the video, does anyone know where they moved to? Edit: found them in Mesh Edit Mode Overlays in the button next door XD
Is there a way to attach a boolean modifier to an object so that when you move the object, the boolean moves with it instead of staying where it was created?
The boolean should move with the object that you've applied it to
I want to reduce and solidify models for 3D printing. Why didn’t you solidify the dog to show how it looks?
Awesome! ho do you convert the modifiers to mesh to start to edit the UV Coordinates, or assign materials to specific faces?
Apply the modifiers. If you want to do this with multiple object, select all and right click. Choose Convert>to Mesh.
@@macnavi thank you 😁
what's up guys Justin here!😀really likes your accent
:)
Thanks for this
thanks!
question: why is it when i solidify it expanded rather add thickness?
Justin does show this. Change to wireframe mode and you’ll see that your base object is within the expanded object. Change the direction of the modifier, as Justin shows you how to do.
Nice tutorial, and 🐕 in viewport
Thanks for this video 😎
No problem 👍
When thickening a 3d shape I end up with the 3d original inside a new 'thickened' 3d shape. I need to either delete the original or find a way that the original shape is expanded and not cloned.
Thx bro
Can you make one using text
how to solidify both side (thikness)
what is about even thickness
hi i need your cantact please
If you could help to know how to apply Variable thickness in Blender to any surface !
I didnt know what Mark Zuckerberg doin blender tutorials
wish I could ask you a question in real time
Say I\ve created a SQUARE with four different panels and snapped them together, such as a ROOM I've created, now the room is not entirely square either as it has some geometry to it. HOW can I fill in the floor for the room? Instead of creating a floor panel from scratch is there not a way to simply fill in the floor? Any help will be appreciated.