Awesome and useful tip - and WTH with the down vote, is that person the one that accidentally clicked the wrong icon and should have been on emore like, cause you cannot NOT like this simple video........?
That is one of the best tips I've seen for Blender. Not unlike the MachinMesh addon's plug feature, which is the most appealing part of that pay for addon. Thanks for sharing. Just wish I could get it to real time Boolean for objects with some interior geometry below the origin of the object, so I can place it just right before actually merging objects. Maybe I'm missing a setting of some sort, or my modifier stack is arranged wrong? If you have any ideas, let me know. Thanks again. You're awesome. 👍💪
I already had excellent results without the data transfer, still love this trick. I do noticed that cycles doesnt seem to see the data transfer. it looks like its rendered without it?
it works thanks but i tried to bake normal map in substance painter but it deosn't work tried to put the modifiers in the high and the low poly also tried the join the two parts of the low poly as one object but also didn't work thanks
Great tutorial, but how is about Normals and Auto-Smooth option? I did notice that auto-smooth is not active even after convert to mesh function. Do you have the same?
Ciao, immagino tu sia italiano, io sono su Blender 3.0, non riconosco i due tastini che clicchi dopo aver attivato il face snapping e non ho neanche capito se dopo, nei successivi passaggi, hai sempre attivo quello snapping perche' a me l'oggetto non si orienta come la faccia, la parte bassa dell'oggetto con weight painting a 1 si shrinkwrappa ma la parte con weight painting zero non ruota
Thank you so much for all these awesome tips! I love the first method you show here, but I wish I could export the result as an .fbx for baking textures in Painter. When I've tried this, whether by letting the exporter apply the modifier or by applying it manually, the neat normal blending effect goes away. Do you know any way to maintain it on export?
I've got a problem, done everything correctly and in blender realtime renderer it works but when render in cycles custom normals are not taken in account and I can see the seam.
consider that the "welding" between the 2 meshes is based on vertex normal data transfer, so if there are not enough vertices of the geometry is weird, you probably will face some problem. I think is a case by case situation.
Dude... you have an advertiser friendly channel, and so do I. Through the course of watching this video, I saw a commercial advertising dressing in drag about 3 times. With all this concern, in the last few years, about having advertiser friendly channels... what about Advertisements that are friendly to the channel and it's audience. Like I said, I have a channel too. I don't have control over it and neither do you. But this is getting ridiculous, and I'm curious what your thoughts are on this? Nothing against those that dress in drag, to each their own. But with each having their own, not everyone wants drag in their face all the time. I hope my channel isn't advertising this crap. It has nothing to do with me and my channel. In fact, it has nothing to do with your channel.
@@MaxPuliero I know... it's just frustrating that UA-cam gets its say on what channels to keep for it's advertisers, but channels can't pick what advertisers to keep for it's viewers. Some people also have parent's they'd like to impress. Hard to do that with mine, who are rather religious, when I have a drag queen up there. It's fine the advertisement exists. It's just not fine that it's on my channel. I don't know how you feel about it, but... I think you know where I'm getting at.
this is probably...no.. this is hands down the best tip on blender hard surface modeling. This is gold, priceless. A big big "thank you" from Tuscany ;)
Second method (with plane) is also stretching the whole geometry, from what I can see on the video. First method is neat. Nice tutorial. Thanks! Edit: and pretty old one, I just have looked on the date. YT algorithm is unpredictable.
This is a great technique! Though I am having trouble using it in Blender 3.1. Every time I try to add the next vertex weight (at around 3:08), it only keeps the most recently input value. Any suggestions?
Hi great tips thanks! But do you get black overlapped faces artifacts when rendering? how do you solve that? or do you always attach the mesh at the end and "sew" everything together?
I saw a video talk about shrinkwrap modifier in hard surface modeling,but I found the shading is some kind weird.The data transfer just solves the problem,Thanks a lot!
Lesson cool. But I do object when moving is not rotated after the bending geometry, and all the time remains in one position. Only the bottom part that is adjacent to the geometry surface rotates. Can someone can help in this ?
That's so freakin' violent. I never even noticed the weight option when assigning vertex groups. Absolutely amazing tip. Thanks !
I think it's the first time I see the data transfer modifier in action, thanks
What is that step for tough? Still dont get it :(
@@joacocavo2745 It makes the faces and normals of the object match those of the surface so at the end they appear to be one single mesh
A "simple"solution for a complicated problem. Applause! Thanks for sharing.
Thank you for this effective solution to the glueing problem. You saved a lot of time for a lot of people, good sir!
I keep loosing this video, but it's worth the search every time! Thanks for sharing your technique!
Awesome and useful tip - and WTH with the down vote, is that person the one that accidentally clicked the wrong icon and should have been on emore like, cause you cannot NOT like this simple video........?
Ha!! Perfect analysis!!
Download button :))
still saving lives -- like on this project trying to make porcelain figurines in blender. thank you!
now i can finally make some good looking hull plating, Thankss!!
Wow! Simple yet very effective solution. Thanks for sharing!
This is gold! And if you desperately need it for a project, diamond!
Well done - saves a painful trip to Fusion 360 !
That is one of the best tips I've seen for Blender. Not unlike the MachinMesh addon's plug feature, which is the most appealing part of that pay for addon. Thanks for sharing. Just wish I could get it to real time Boolean for objects with some interior geometry below the origin of the object, so I can place it just right before actually merging objects. Maybe I'm missing a setting of some sort, or my modifier stack is arranged wrong? If you have any ideas, let me know. Thanks again. You're awesome. 👍💪
always 110% useful tips man!
Thanks Max. Very useful.
I have been looking for how to do this for a while, great video
dude...you are a genius! thanks!
Great tip, Max! Thanks for putting it up there :)
Very VERY good tutorial, my friend!!!!! And very helpful!!!!
You should write an article on this tutorial. I want to practice it.
Thank you for sharing. This is very useful. Perfect for my coming projects.
Thanks for this amazing technique
You can use surface deform or lattice but should use it only on decal base, so it does not deform whole model
still a great tutorial 2 years later
It's AWESOME. Thanks Max.
oh god I had no idea about this, modeling just got 300% easier lol
Really great Max !!! Thanks for the tips
Best tutorials on youtube! Really educative!
Priceless trick, it is shame i can't like it 100 times. Thank you, sir!
Thanks man, that was very helpful, awesome.
Thank you for this tutorial!
Any chance you could explain how to apply the modifiers and also a boolean to make it one mesh ?
no boolean operations are involved here.
Very interesting method. Thanks for sharing.
This video is a brilliant, thank you very much! I subscribe)
This is great! Thank you very much for sharing this!
Nice work! Thanks for sharing. Keep it up!
You are a genius!!!
AWESOME!! thanks a lot Max
I already had excellent results without the data transfer, still love this trick. I do noticed that cycles doesnt seem to see the data transfer. it looks like its rendered without it?
thanks,man,this is awesome
Hi max, at 3:23 your gradient is red purple blue, but mine is red orange yellow green blue, what am I doing wrong?
mmm, maybe it is the new color config of blender 2.9
Brilliant! Thank you Max
3:55 what key did he press to make the object only move on the surface of susanne?
Sweet and thanks for sharing.
Thanks for your demonstration. But the data transfer makes no difference in blender 2.8, how to fix it?
This is a very useful video, thanks very much!
Levelled up! Thanks.
Still valuable info. Thank you.
Hey Max ! 3years later and I found out about your vid. Really cool trick, thanks. Now, how would that be exportable for game assets ?
using fbx, triangulate the mesh and keep the vertex normal/tangents ✌️
@@MaxPuliero Thanx Ur a legend !
Awesome. Thank you so much. Really helped.
hi, thanks for useful video!) and can i make concave geometry using your method?
it works thanks
but i tried to bake normal map in substance painter but it deosn't work
tried to put the modifiers in the high and the low poly
also tried the join the two parts of the low poly as one object but also didn't work
thanks
amazing , thanks , this gonna help a lot
Thank you, very useful for me.
Great tutorial, but how is about Normals and Auto-Smooth option? I did notice that auto-smooth is not active even after convert to mesh function. Do you have the same?
you have to activate the autosmooth to get the modifier work
Hi Max, this is a great tutorial! i've tried on blender 2.83 but it not works. when i tried it on 2.78 it works fine. any idea?
it works in 2.8x too
I don't know what's wrong, sorry :(
oh okay, thanks for your kind reply :)
Enable Auto Smooth :)
Ciao, immagino tu sia italiano, io sono su Blender 3.0, non riconosco i due tastini che clicchi dopo aver attivato il face snapping e non ho neanche capito se dopo, nei successivi passaggi, hai sempre attivo quello snapping perche' a me l'oggetto non si orienta come la faccia, la parte bassa dell'oggetto con weight painting a 1 si shrinkwrappa ma la parte con weight painting zero non ruota
Thank you so much for all these awesome tips! I love the first method you show here, but I wish I could export the result as an .fbx for baking textures in Painter. When I've tried this, whether by letting the exporter apply the modifier or by applying it manually, the neat normal blending effect goes away. Do you know any way to maintain it on export?
Try fbx export geometry tab and set smoothing to face.You can still see a bit of a seam where the skirt on the detail mesh ends but it's not bad.
Thank you, I"ll try it!
Hey man, what key do u press to make the object only move on the surface of susanne?
3:55
hey, it is the snap on surface option
what a great trick
thxxxx u
GREAT! so many new things to learn.THANK YOU!
I've got a problem, done everything correctly and in blender realtime renderer it works but when render in cycles custom normals are not taken in account and I can see the seam.
consider that the "welding" between the 2 meshes is based on vertex normal data transfer, so if there are not enough vertices of the geometry is weird, you probably will face some problem. I think is a case by case situation.
how useful is that! ... thanks!
Can you mirror these? I'm hoping to use this to create uniformity across a surface I'm working on
sure. just use a mirror modifier before the data transfer modifier.
Very cool!
Nice, seems like Meshfusion on Modo, but it can be baked?
meshfusion works with booleans, of course it can be baked.
Cool, thx)))
Smart
Dude... you have an advertiser friendly channel, and so do I. Through the course of watching this video, I saw a commercial advertising dressing in drag about 3 times.
With all this concern, in the last few years, about having advertiser friendly channels... what about Advertisements that are friendly to the channel and it's audience. Like I said, I have a channel too. I don't have control over it and neither do you. But this is getting ridiculous, and I'm curious what your thoughts are on this?
Nothing against those that dress in drag, to each their own. But with each having their own, not everyone wants drag in their face all the time.
I hope my channel isn't advertising this crap. It has nothing to do with me and my channel. In fact, it has nothing to do with your channel.
yeah, I don't know, I have no control on it actually. 8(
@@MaxPuliero I know... it's just frustrating that UA-cam gets its say on what channels to keep for it's advertisers, but channels can't pick what advertisers to keep for it's viewers.
Some people also have parent's they'd like to impress.
Hard to do that with mine, who are rather religious, when I have a drag queen up there.
It's fine the advertisement exists. It's just not fine that it's on my channel.
I don't know how you feel about it, but... I think you know where I'm getting at.
Years ago, fresh into 3d I saw this and did not understand. Just stumbled over it and cannot say how much I appreciate this genius technique. Thanks!
That was totally unexpected. Gorgeous hint!
Dude you're like the military to science - always one step ahead of the public :D Awesome stuff
One of the best tutorials ever. I was banging my head since all day, finally found this tutorial. Thanks
Very clever, thanks!
thanks dude :D
Yes, it's nice, still have to finish my projection modal ^^
Hi MACHIN3 :) Is this how plug-it works ?
@@remon563 No, it's not.
lol hey
this is probably...no.. this is hands down the best tip on blender hard surface modeling. This is gold, priceless. A big big "thank you" from Tuscany ;)
That is really nice! Thanks! :)
good to kno that even tutorial guys dont know everything
This is EXACTLY what i've been looking for this past week but i couldn't find. Thank you so much!!!
Awesomeeeeeee dude you are the man the MASTER :D
I didn't know you could do that! :) Awesome! Thanks dude.
Excellent. Pro work
Awesome, I have been looking for a solution to this for a long time. Thanks!
if they are parented, sibling or child. use the select by type feater under the selection tab. it's faster if you know the shortcut
the end of 2022 and I see this tutorial as god lvl tip
Wow. That data transfer modifier is like the biggest mindblowing moment i've ever seen from every Blender tutorial. Thanks a lot, sir!
Это просто гениально!!!!!!!!!!!!!!!!!!!!!!!!!
Wow amazing... just what I want.
Today is the best day of my life. Thank you.
lol amazing, thanks
Wow ! great thx you!
Second method (with plane) is also stretching the whole geometry, from what I can see on the video. First method is neat. Nice tutorial. Thanks! Edit: and pretty old one, I just have looked on the date. YT algorithm is unpredictable.
I did not know
This is a great technique! Though I am having trouble using it in Blender 3.1. Every time I try to add the next vertex weight (at around 3:08), it only keeps the most recently input value. Any suggestions?
mmmh, I'll take a look into that.
Hi great tips thanks! But do you get black overlapped faces artifacts when rendering? how do you solve that? or do you always attach the mesh at the end and "sew" everything together?
yeah... this works only in opengl, I suggest to purchase meshmachine addon to have something more reliable for renders. :)
Hey man great video!
Have you though about using face instances instead of 2 objects for the deforming version?
That's a proper snap system, gratz for the tip. Maybe, someday 3dsmax will have something like that too
I saw a video talk about shrinkwrap modifier in hard surface modeling,but I found the shading is some kind weird.The data transfer just solves the problem,Thanks a lot!
Thank you from one of the guys that didn't know these tricks. Pretty awesome.
Great! Now I know it... - after all the kick is the data transfer modifier which I never used before!
Great!
Hi tnx a lot 4this tutorial. But it doesn`t work on my laptop... I have tried several times... maybe I am forggeting some steps
Lesson cool. But I do object when moving is not rotated after the bending geometry, and all the time remains in one position. Only the bottom part that is adjacent to the geometry surface rotates. Can someone can help in this ?
You should release some blender tutorials for people getting started, you seem to know your stuff.