For the tip about saving often I'd like to add a useful fact: In Blender 4.x a new save option has been added (you can find it in the menu under "File" > "Save Incremental") to automatically save a new blend file with some kinda version number each time you hit the menu item (or use the provided shortcut).
R.I.P. to those of us who we're fooled one too many times by a CTRL-S that did not actually save and are now hitting it 2-3-4 times to make sure it saved. ;) Let's hope they don't create a new version if there are no changes. ;) But, thanks for the info, it will, indeed, be very useful, providing it was implemented intelligently. ;)
@@danylatulippe I can tell you, because I already tried a few days ago. It will save a new increment regardless of your changes. It will save 3 copies (suffixed with for example 3, 4 and 5) if you hit the save 3 times in a row.
Just a quick tip when getting rid of duplicate vertices: I've seen quite a few tutorials where they do it like you, switch to Vertex Select, then A to select all and M to merge. However, it is absolutely not necessary to switch the select mode. When you select all it doesn't matter if you are in Edge Select or Face Select mode, the vertices will be merged nevertheless. Of course it's no big deal to switch modes, but let's say you are modeling all the time in Face Select mode, why bother switching to Vertex Select for a quick merge just to have to go back to Face Select directly afterwards?
One thing I see about merge by distance & auto merge is some real geometry can also get merged which can cause headaches. I think that's also something to keep in mind.
very helpful videos thanks for all 😀👍 And also sometimes vertices goes crazy or flipped faces , unnecessary subdiv or faces. I don't know blender has a cleanup geometry. I know there is a free addon in the sketchup has for that but ı dont find for blender for free.
Great tips. Since you already teaching, do you have a course on Blender for gamedev? Cause I really like the way you doing things with yours 10 minutes modeling sessions.
Regarding low-detail tip, I developed a workflow in which I subdivide only selected faces, not affecting surroundings. It also allows me to build smoothly shaped details in direct proximity of hard surfaces. Is this approach problematic in some way ? I occasionally run into a problem, that blender will not allow me to subdivide selected faces in proximity of another already subdivided area
For the tip about saving often I'd like to add a useful fact:
In Blender 4.x a new save option has been added (you can find it in the menu under "File" > "Save Incremental") to automatically save a new blend file with some kinda version number each time you hit the menu item (or use the provided shortcut).
R.I.P. to those of us who we're fooled one too many times by a CTRL-S that did not actually save and are now hitting it 2-3-4 times to make sure it saved. ;) Let's hope they don't create a new version if there are no changes. ;) But, thanks for the info, it will, indeed, be very useful, providing it was implemented intelligently. ;)
@@danylatulippe I can tell you, because I already tried a few days ago. It will save a new increment regardless of your changes. It will save 3 copies (suffixed with for example 3, 4 and 5) if you hit the save 3 times in a row.
5. misplaced geometry 0:30; 4. adding TMD 2:10; 3. twisted geometry 4:00; 2. inverted faces 5:40; 1. duplicate verts 7:45
varsågoda
Just a quick tip when getting rid of duplicate vertices: I've seen quite a few tutorials where they do it like you, switch to Vertex Select, then A to select all and M to merge. However, it is absolutely not necessary to switch the select mode. When you select all it doesn't matter if you are in Edge Select or Face Select mode, the vertices will be merged nevertheless. Of course it's no big deal to switch modes, but let's say you are modeling all the time in Face Select mode, why bother switching to Vertex Select for a quick merge just to have to go back to Face Select directly afterwards?
I hope you can teach us more attention points. As a foreigner, you are my idol
Quick way to check normal facing is toggling the Viewport Overlays - Face Orientation
I love you, you teach me a lot of things ❤
Lol I messed around with blender for like a year and never knew about the duplicate vertices quick fix. Great tip!
😂 you’re such a noob 😂
One thing I see about merge by distance & auto merge is some real geometry can also get merged which can cause headaches. I think that's also something to keep in mind.
6:13 - You can also switch on the "face orientation" to see blue (correct) and red (incorrect) faces... Greets...
Great video as ever ! Thank you 👍
Great job. Thank you so much. Greetings
great tips and very useful! unfortunately i learned about that and how to solve them the hard way lol
I appreciate this man hard work but still less subscribers 🎉
very helpful videos thanks for all 😀👍
And also sometimes vertices goes crazy or flipped faces , unnecessary subdiv or faces.
I don't know blender has a cleanup geometry. I know there is a free addon in the sketchup has for that but ı dont find for blender for free.
Great tips. Since you already teaching, do you have a course on Blender for gamedev? Cause I really like the way you doing things with yours 10 minutes modeling sessions.
How did you add the color tool top left? Is that texture painting?
Regarding low-detail tip, I developed a workflow in which I subdivide only selected faces, not affecting surroundings. It also allows me to build smoothly shaped details in direct proximity of hard surfaces. Is this approach problematic in some way ? I occasionally run into a problem, that blender will not allow me to subdivide selected faces in proximity of another already subdivided area
I need the pacman enemy lamp in the background, how do I get it
I formerly liked to watch your videos. However, if you continue with background turmoil I'll be out.