Even more little basic skills/tricks I had been lacking. THANK YOU. Had no idea about the quick P menu, the toggle for wireframe in Solid Mode. I appreciate that these are single take videos with no skipped steps. I've done a few tutorials in which some extremely minor setting changes between edits and it throws me off entirely.
Thanks man! Yeah i had absolutely zero editing skills before i started. I still have zero editing skills but at least i give it a shot 🤣. Thanks for the interest, i hope they continue to be useful to you
Great tutorials, much appreciated! If I could make a suggestion for the issue you face at the 16:00 mark where the outer corner offset piece doesn't line up upon rotation. Instead of creating two separate pieces with distinct offsets, in edit mode you would select the two bottom verts on the 45 (the inside corner and the outside corner). Once selected, press Shift + S and select "Cursor to Selected". Tab into object mode and navigate to "Set Origin" under the Object drop-down, then click "Origin to 3D Cursor". This will move the origin perfectly between the two verts of the piece and allow it to line up on rotation.
I'm learning a lot about how important it is to stick with the grid. I remember learning from a course to make an environment from Blender to Unreal and I used to the snapping tool to just snap everything and when I tried snapping in Unreal, it just wouldn't align. I've learned some cool techniques to stay in bound of the grid here, I'm excited for Part 3!
You would be great for “Twitch”. I would definitely become a member. 🤩 You can repeat yourself as much as you like. I’m really enjoying your videos. 🥳 Learning a ton! 😀 Thanks a bunch for doing this. 🤩👍🏽🖥
Twitch, i have actually thought about that 😁. Although I'm not sure Twitch has a big demand for that type of content. I do livestream on occasion to my students so maybe its something to consider if more people were interested
For the issue with the loop cuts (around 1:00), I found making 2 loop cuts then scaling with the grid along the z-axis aligns it perfectly along the grid lines
Heyy, good stuff! Your off to a flying start 😁. Yeah the best thing about this type of work is that there are many ways to do something specific so its good to experiment and see what you can come up with 👍 I hope it helps
You can also just make one loop cut in the center and Cmd+B and drag out and it will split into two edge loops and move proportionally on either side, but maybe that's what you meant. I guess the mirror modifier makes things more editable after the initial placement, though.
Heres' one way I use if I want a number of cuts 1u apart. I will set the number of cuts in the tool properties to the cube width - 1, then dissolve the edges I don't need. In this case it would be 3 and then dissolve the center edge.
great tut thx. A few small tips by 26:53 : Snap with Edge or Vertic greatful tool and G and than press X or Z what ever you want then you can precise move with snap on a another Egde or Vertic
Im watching this in preparation for doing a modular project for school. My school is teaching with Maya though. This is my return to blender project, and your explanations are incredibly helpful
In edit mode, go to vertex select and press A on your keyboard to select the entire mesh. Then Press M on your keyboard and select "Merge By Distance" Then you can go do the face select and move it like in the video without it breaking.
Hello there, I'm also having the same problem. But I changed the technique a bit in order to fix the broken shear. After I did the shear of the value 1, I extruded the face and sheared it again to 1. I hope this might help you a bit.
@@murfiqahmatarip3656 Thanks for the reply. I solved it already. I deleted the faces that are in contact, join the 2 parts, go to vertex mode -> right click -> merge vertices -> by distance
hey, ive build some walls and I would like to insert there windows and doors. Id pressed control & r and it was possible to add new vertical and horizontal lines. But after Ive finished one window there wasn't any lines suggested when I pressed control & r, there were only points, but I needed lines. What did I wrong?
One thing I always struggle with is the starting dimensions of each module. I tend to make them 2m wide and 3m tall. but Im not sure this is a decent size? Any input would be appreciated and thanks for the great vids.
I understand that! Unit scale is sometimes confusing when starting a project like this. To be honest with you i usually don't stress about accurate scaling until i decide to use the modules i create, but a general rule of thumb i follow is this.. Creating a cube will default it to 2m X 2m and giving the average height of a person is around 1.8m i usually scale down in the Z-axis to 1.8m and 0.5m in X and Y. Consider that your human reference. Just use that scaled reference to estimate everything else around you. Its not fool proof but its a good starting point. Thanks and good luck with it 👍
Yeah that's a common issue people starting out might get. Basically what is happening is those changes are stored in the objects transforms and Shear is taking them into account. Just reset the objects transforms and try Shear again, just be careful of the pivot placement once you reset, its pivot placement will be reset to world origin by default. You may need to readjust it to the object manually. Hope that helps 😎
This is awesome. Your narrating really helps. Definitely is helping me get a grasp on blender for making game models.
No one has gone this detailed into enviroments that ive seen. Amazing demonstration thankyou
No problem at all, im happy to share what i know
You are the Bob Ross of Blender tutorials.
Wow, to be compared to the legend himself 😂 Thanks! Next we learn to model happy little clouds
@@JohnnyBlackWinter You make happy little walls, which is exactly what I needed :D
There’s something very soothing about seeing these modules snap together :)
Its all very therapeutic when its second nature to you. Its almost a form of stress relief 🤣
Watching a video from this series is my favorite before bed routine. A true gift to the community.
Wow, thank you!
Even more little basic skills/tricks I had been lacking. THANK YOU. Had no idea about the quick P menu, the toggle for wireframe in Solid Mode. I appreciate that these are single take videos with no skipped steps. I've done a few tutorials in which some extremely minor setting changes between edits and it throws me off entirely.
Thanks man! Yeah i had absolutely zero editing skills before i started. I still have zero editing skills but at least i give it a shot 🤣. Thanks for the interest, i hope they continue to be useful to you
A fantastic tutorial series, ive already learnt so much
This video is as good as the previous one in the series. Thanks! Now I'm on to the next one:)
Great tutorials, much appreciated! If I could make a suggestion for the issue you face at the 16:00 mark where the outer corner offset piece doesn't line up upon rotation. Instead of creating two separate pieces with distinct offsets, in edit mode you would select the two bottom verts on the 45 (the inside corner and the outside corner). Once selected, press Shift + S and select "Cursor to Selected". Tab into object mode and navigate to "Set Origin" under the Object drop-down, then click "Origin to 3D Cursor". This will move the origin perfectly between the two verts of the piece and allow it to line up on rotation.
Watching your videos makes me feel like I'm meditating with the greatest Buddhist monk of Blender!
Wow, il take that compliment haha. Thanks pal
I'm learning a lot about how important it is to stick with the grid. I remember learning from a course to make an environment from Blender to Unreal and I used to the snapping tool to just snap everything and when I tried snapping in Unreal, it just wouldn't align. I've learned some cool techniques to stay in bound of the grid here, I'm excited for Part 3!
Great to hear, keep it up 🙂
You would be great for “Twitch”. I would definitely become a member. 🤩 You can repeat yourself as much as you like. I’m really enjoying your videos. 🥳 Learning a ton! 😀 Thanks a bunch for doing this. 🤩👍🏽🖥
Twitch, i have actually thought about that 😁. Although I'm not sure Twitch has a big demand for that type of content. I do livestream on occasion to my students so maybe its something to consider if more people were interested
Can't thank you enough for this
Thank you! Im happy to do it
For the issue with the loop cuts (around 1:00), I found making 2 loop cuts then scaling with the grid along the z-axis aligns it perfectly along the grid lines
Heyy, good stuff! Your off to a flying start 😁. Yeah the best thing about this type of work is that there are many ways to do something specific so its good to experiment and see what you can come up with 👍 I hope it helps
You can also just make one loop cut in the center and Cmd+B and drag out and it will split into two edge loops and move proportionally on either side, but maybe that's what you meant. I guess the mirror modifier makes things more editable after the initial placement, though.
Heres' one way I use if I want a number of cuts 1u apart. I will set the number of cuts in the tool properties to the cube width - 1, then dissolve the edges I don't need. In this case it would be 3 and then dissolve the center edge.
great tut thx. A few small tips by 26:53 : Snap with Edge or Vertic greatful tool and G and than press X or Z what ever you want then you can precise move with snap on a another Egde or Vertic
Im watching this in preparation for doing a modular project for school. My school is teaching with Maya though. This is my return to blender project, and your explanations are incredibly helpful
Best of luck!
underrated Blender tutorial! Thank you!
You're very welcome!
@13:50 when i try to extend the outside of the corner walls.... it breaks apart at the corner. F lol
In edit mode, go to vertex select and press A on your keyboard to select the entire mesh. Then Press M on your keyboard and select "Merge By Distance"
Then you can go do the face select and move it like in the video without it breaking.
Hrm, when I pulled the corner’s outside wall the sheer edge broke.
Same here. Any help please?
Hello there, I'm also having the same problem. But I changed the technique a bit in order to fix the broken shear. After I did the shear of the value 1, I extruded the face and sheared it again to 1. I hope this might help you a bit.
@@murfiqahmatarip3656 Thanks for the reply. I solved it already. I deleted the faces that are in contact, join the 2 parts, go to vertex mode -> right click -> merge vertices -> by distance
@@fernadocalerolopez7512 i see, thank you for the solution too! 😁
@@fernadocalerolopez7512 yup, this totally worked for me. Thanks!
Thanks a lot for your tutorials!
hey, ive build some walls and I would like to insert there windows and doors. Id pressed control & r and it was possible to add new vertical and horizontal lines. But after Ive finished one window there wasn't any lines suggested when I pressed control & r, there were only points, but I needed lines. What did I wrong?
One thing I always struggle with is the starting dimensions of each module. I tend to make them 2m wide and 3m tall. but Im not sure this is a decent size? Any input would be appreciated and thanks for the great vids.
I understand that! Unit scale is sometimes confusing when starting a project like this. To be honest with you i usually don't stress about accurate scaling until i decide to use the modules i create, but a general rule of thumb i follow is this.. Creating a cube will default it to 2m X 2m and giving the average height of a person is around 1.8m i usually scale down in the Z-axis to 1.8m and 0.5m in X and Y. Consider that your human reference. Just use that scaled reference to estimate everything else around you. Its not fool proof but its a good starting point. Thanks and good luck with it 👍
The corners piece, if i do the two grid ones out, my shear acts weird, that the loopcut isn't straight anymore, does anyone know what iv did wrong?
Yeah that's a common issue people starting out might get. Basically what is happening is those changes are stored in the objects transforms and Shear is taking them into account. Just reset the objects transforms and try Shear again, just be careful of the pivot placement once you reset, its pivot placement will be reset to world origin by default. You may need to readjust it to the object manually. Hope that helps 😎
the music is too loud!
The music is perfect.