Create an offset bevel with NO ADDONS in Blender

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  • Опубліковано 17 сер 2023
  • It's been asked a lot so here is the answer, you CAN create the offset cut and bevel that is made with Mesh Machine and here is how. But it is a longer process and I would still say the addon is a no-brainer if you're wanting a faster and smoother workflow in Blender. And it has SO MANY other tools.
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КОМЕНТАРІ • 53

  • @futureriff
    @futureriff 11 місяців тому +12

    For those vertices you want to get rid of you can select one and then use Select>Select Similar>Amount of Adjacent Faces or Amount of Connecting Edges to select those unwanted vertices and then just dissolve them.

    • @ArtisansofVaul
      @ArtisansofVaul  11 місяців тому +1

      Oh good idea as they only have two edges coming off them instead of the others that have three. Great move man! 👍🏻

    • @styloo_
      @styloo_ 11 місяців тому +2

      oh soo cool thanks

    • @ArtisansofVaul
      @ArtisansofVaul  11 місяців тому +1

      @@styloo_ No problem at all 😁 Thanks for commenting.

  • @OblitusTerra
    @OblitusTerra 8 місяців тому +4

    I think this show the modularity of Blender. If you are starting it is more than enough with it already have but you you want to go creative better get those add-ons.
    The time and nerve saved will be worth in the long run

    • @ArtisansofVaul
      @ArtisansofVaul  8 місяців тому +2

      Agree on all fronts. It's great that depending on your situation you can get the tools you need. But if you can't afford it at that point in your life but you still have the time you can do most things as well, it just takes some time.

  • @r.e.m.s
    @r.e.m.s 11 місяців тому +7

    To clean the small vertices, I use a geometry node to move all vertices which have 1 face and 2 vertices neighbor, it makes them much easier to dissolve.
    In fact vertices with just 2 neighbor can gives bad geometry if you convert the geometry to triangle, (one non manifold face). The geometry node is simple vertex neighbor : vertex count ==2 and set position.
    I didn't find a way to dissolve vertices directly in the geometry node unfortunately.

    • @ArtisansofVaul
      @ArtisansofVaul  11 місяців тому +1

      Great call! Another comment mentioned doing a similar thing with the select similar function which should save some time.

  • @kwlxxi4813
    @kwlxxi4813 7 місяців тому

    To select the loop, first select the circular faces on the horizontal cylinder, expand the selection, then shift+ctrl+L

    • @ArtisansofVaul
      @ArtisansofVaul  7 місяців тому

      I'm not sure what thats meant to do but when I try it it doesn't do anything....

  • @andrewcrus
    @andrewcrus 11 місяців тому +4

    Probably I did not understand something. It took me 15 seconds, without addons. My algorithm is Join cylinders (J), select one of them ctrl + F -> intersect (Knife), after this action the resulting edge loops are already selected and there is no need to click anything with the mouse. Next, press ctrl + E -> mark freestyle Edge, so that later you can easily select these edge loops by this mark . After that, click Select Loops -> Select Loop Inner-Region to select the remaining faces at the intersection and delete them. Next, select one of the marked edges, press shift + G -> Freestyle Edge Marks to select all the marked edges, and Merge By Distance as standard and then Bevel.
    In general, I also see no difficulty in selecting all these edges, just switch to wireframe mode, rotate the cylinder sideways and select using box or cycle select. And then you can remove extra verts using Limited Dissolve or Merge By Distance.

    • @ArtisansofVaul
      @ArtisansofVaul  11 місяців тому +2

      Nice workflow 👍🏻 That will work well on things like cylinders where there aren't extra edges but I think you would find this not working on more complex objects like spheres/etc where as the technique shown here also works on them. But for this example what you have shown looks really nice 👌🏼
      I should probably have discussed wanting this to work for all combination of shapes in the video.

    • @andrewcrus
      @andrewcrus 11 місяців тому +2

      @@ArtisansofVaul Thank you. Yes, there will be problems on more complex objects, primarily related to overlaping of faces when trying to create a bevel. I just tried cutting out half of Susanna's face (a monkey head primitive in a blender) on a sphere, overall it worked, but I had to manually clean up a few places.
      I'm an old school blender user and I can't get around to learning geo nodes, your video will be an excuse to start )

    • @ArtisansofVaul
      @ArtisansofVaul  11 місяців тому +2

      @@andrewcrus I can understand why, Geometry Nodes is like a whole new program but they do really help with some things (I very rarely use an array along a curve without using geonodes now).
      Either way I really like your method for simpler objects, really efficient so thanks so much for sharing!

  • @albanr8028
    @albanr8028 11 місяців тому +1

    Super merci !

  • @larastarslayer3349
    @larastarslayer3349 11 місяців тому

    I did this by accident the other day, I was doing a video showing how Meshmachine was helpful. and my test to show the messed up mesh.. well it was perfect and I sat laughing at myself for several minutes.

  • @kevinm3751
    @kevinm3751 11 місяців тому +2

    Yea if you are even just a hobbyist these paid tools are essential and well worth the investment!

  • @smaplessmap5355
    @smaplessmap5355 11 місяців тому +1

    Top! Couldnt you add another node and bool the orig objects with the generated curve mesh afterwards?

    • @ArtisansofVaul
      @ArtisansofVaul  11 місяців тому

      You could but when I did it it wouldn't always consistently give a good result and I couldn't work out why. Where as this way always gave a good result on the shape combinations I tried

  • @3201studio
    @3201studio 6 місяців тому +1

    LOL. Still vanilla hey!
    (It's me, Jose J. Bronze. This is my less personal account). Saved the playlist (y)

    • @ArtisansofVaul
      @ArtisansofVaul  6 місяців тому +1

      Lols, I like to give options for people who use vanilla. I'd always use offset cut from Mesh Machine but I appreciate that's expensive, though I would say worth it. I covered that here: ua-cam.com/video/C-e5Dp7GIXk/v-deo.html

  • @darkobakula5190
    @darkobakula5190 7 місяців тому +1

    There's actually an easier procedural way to do this using the modifier stack if you do not care about objects changing slightly and it takes only 2 minutes or so. You could boolean 2 meshes using modifier, apply bevel modifier on top then use the corrective smooth to reduce the shading artifacts. This is what I do after decimation when prepping meshes for baking. Problem with this method however, it can take a bit of tinkering to get minimal mesh rounding and get the vertices to move only along the surface of the original mesh and this may have to be done anytime you move the boolean operands. Also, it might not be possible to completely remove shading artifacts in certain areas. Another method would be to just use remesh modifier instead of smooth modifier with Mode set to Sharp, not Voxel or anything else. Adjust the voxel size until the mesh is perfectly smooth but not too low-poly. You could duplicate the mesh and use shrinkwrap modifier to get the remesh to be as close as possible to the original booleaned mesh. This is procedural, you can modify the mesh, there may be slight artifacting when moving meshes but this is easily fixed and it's really fast to iterate and experiment designs. If you don't care about topology then remeshing is the best option.

    • @ArtisansofVaul
      @ArtisansofVaul  7 місяців тому

      All good methods 👍🏻 I model for 3D printing though and I haven't found these result in very nice/smooth printing. But I really appreciate you taking the time to explain these and I'm sure other people are going to find it really helpful 😁👍🏻👌🏼

  • @Revenant483
    @Revenant483 11 місяців тому +1

    Great showcase ΛₒV! I used to have the mind set that Blender is free and I really don't want to pay for addons. I understand why people feel this way. The problem with that mind set is, that it is doing a disservice to your time. I needed to start valuing my time. Blender tools and addons raise your production speed and time is money. A prospective client or customer does not care what your mind set is. They care about the results. If you can deliver faster you will get more reward.

    • @ArtisansofVaul
      @ArtisansofVaul  11 місяців тому +1

      I couldn't agree more. But this was a good thought exercise and for some people they just aren't in that situation yet where they can be paying for some of the more pricey add ones and it's nice to know there is an alternative. However, if anything it shows even more why MeshMachin3 is worth the cost I think 😅

    • @Revenant483
      @Revenant483 11 місяців тому +1

      @@ArtisansofVaulThis is very true. For $39 it saves a ton of steps and most importantly time.

    • @ArtisansofVaul
      @ArtisansofVaul  11 місяців тому +1

      @@Revenant483 Yeah. And that's only one of the tools.

    • @Revenant483
      @Revenant483 11 місяців тому +1

      @@ArtisansofVaul Yes that is also true! I got boxcutter and HOPS on your recommend and I really find those very useful!

    • @ArtisansofVaul
      @ArtisansofVaul  11 місяців тому +1

      @Revenant483 Glad you're enjoying it 😁

  • @styloo_
    @styloo_ 11 місяців тому +1

    nice, did you try to slicing the curve instead of doing difference ? idk works best for me :)

    • @ArtisansofVaul
      @ArtisansofVaul  11 місяців тому

      I didn't but it could be something to try for sure.

  • @marsmotion
    @marsmotion 11 місяців тому +1

    yeah ill buy mesh machine if im modeling in blender....which honestly for hs i may use plasticity or zbrush or coat also. this kind of poly modeling ill do for retopo more than anything else. even then ill optimize or use remesh plugin. the old ways of poly mod are just not keeping up. even theres a new kid on the block called signed distance fields and theirs a cool plugin for blender for that too and free website modelers now for that as well. in modeling blender is really starting to creak and sway as an old ship.

    • @ArtisansofVaul
      @ArtisansofVaul  11 місяців тому

      I mean I would as well but it's good to know it can be done and a nice thought exercise.
      I can't say I have seen much that makes me agree with your end description of Blender. I thought Plasticity might be something that would interest me but its limitations are just too much for me at the moment. I did just have a look at signed distance fields but the things I could see at a glance looked far from intuitive so if you have any of these free programs or videos about them you could point me in the direction of Id be really interested.

  • @TheSampatube
    @TheSampatube 10 місяців тому +1

    I use laptop... Ctrl and numpad * won't work... Pls help me

    • @ArtisansofVaul
      @ArtisansofVaul  10 місяців тому

      Do you have hardops/boxcutter?

    • @TheSampatube
      @TheSampatube 10 місяців тому +1

      @@ArtisansofVaul what are these!!! Sorry am not aware

    • @ArtisansofVaul
      @ArtisansofVaul  10 місяців тому +1

      @@TheSampatube No problem. They are addons, I assume you're fairly new to Blender? So there are a few solutions if you don't have Hard Ops/Boxcutter (these give a option to do it outside of using the numberpad). Firstly you can use the normal method of creating a boolean modifier (in the modifier panel). Or you could set it up so you have your standard numbers emulate your number keypad. Finally (and honestly Id really suggest this as the numberpad gets used a lot) Id think about getting a separate external keyboard which has a numberpad to use.

    • @TheSampatube
      @TheSampatube 10 місяців тому +1

      @@ArtisansofVaul thank you so much

    • @ArtisansofVaul
      @ArtisansofVaul  10 місяців тому +1

      @TheSampatube My pleasure. If there's anything else I can help with always feel free to comment 😁👍🏻

  • @carlsonbench1827
    @carlsonbench1827 3 місяці тому

    2:27

    • @ArtisansofVaul
      @ArtisansofVaul  3 місяці тому +1

      😉

    • @carlsonbench1827
      @carlsonbench1827 3 місяці тому

      @@ArtisansofVaul it’s like you know made that comment to copy the time link and shared it to friends.
      I have some money and some free time. Will try your method of cleaning up a messy Boolean edge tomorrow. Maybe I don’t need to spend $45
      I distinctly remember seeing a program that primarily models with Booleans but leaves a result that looks as though everything was quod remeshed.
      As though hard surface modelling with metaballs. A clean Boolean.
      Do you know of something like that or was it a dream ?

  • @BadaBing_
    @BadaBing_ 4 місяці тому +1

    well i found i was already subscribed so i can't subscribe again...i feel bad now

    • @ArtisansofVaul
      @ArtisansofVaul  4 місяці тому +1

      😅 Well I'm glad to have you here regardless 😉

  • @richardokeeffe8375
    @richardokeeffe8375 11 місяців тому +1

    Much less suggestive choice of shapes this time 😂

    • @ArtisansofVaul
      @ArtisansofVaul  11 місяців тому

      I think I sense disappointment there 😉😅