New Modeling Technique for Blender!

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  • Опубліковано 27 лис 2024

КОМЕНТАРІ • 227

  • @mickdixon2942
    @mickdixon2942 3 роки тому +91

    Given Chips historical love of metaballs, surprised he didn't come up with it! Nice find sir! (metaballs and spell-check don't like each other btw)

    • @dinocroon6287
      @dinocroon6287 3 роки тому +3

      Yeah! I follow every Chipp's tutorial but when it comes to metaballs i give up .. but this addon is perfect to get the smoothness of metaballs and keeping the normal approach to modelling !

    • @mickdixon2942
      @mickdixon2942 3 роки тому +4

      @@dinocroon6287 mmmmmm . . . . . smooth metaballs . . . . . . . . . . :D

    • @dinocroon6287
      @dinocroon6287 3 роки тому +2

      @@mickdixon2942 smooth them vertices 😝

    • @amalyshok
      @amalyshok 3 роки тому +1

      @@mickdixon2942 😂

    • @NateBear
      @NateBear 3 роки тому

      I really did think they were meatballs first time i used them. Thought it was an apt and cute description of how they work.
      Then I watched a tutorial.

  • @neeleshchevuri6268
    @neeleshchevuri6268 3 роки тому +292

    I like the addon but this effect can be done with just 2 modifiers, a remesh set to voxel, and a smooth modifier. (Saves you 27 dollars)

    • @toxicaristotle3052
      @toxicaristotle3052 3 роки тому +66

      Ended up with 30,000 tris faucet. Thanks but no thanks

    • @ChippWalters
      @ChippWalters  3 роки тому +30

      The only problem is that you can't use separate objects to do the same thing. They will all need to be boolean unioned.

    • @ChippWalters
      @ChippWalters  3 роки тому +26

      And that's where a product like quad remesher comes in. You can take this form that you're able to create quickly and apply a high quality professional level rematch to it and now have something that you can perform subdivision surfaces on

    • @ChippWalters
      @ChippWalters  3 роки тому +15

      Haha. I was just speaking with Jama about that and I didn't know that he had a similar tool!

    • @daedulas1
      @daedulas1 3 роки тому +3

      If we're lucky we'll get the csg features back into the remesh modifier soon™ so we definitely wont need this addon.

  • @Keyslayer
    @Keyslayer 2 роки тому +2

    It is just like volume builder in cinema 4d, thank you!

  • @dinocroon6287
    @dinocroon6287 3 роки тому +18

    I saw this addon when it just came up and I just thought "Chipp would Love this one !" and here you are :)

  • @BerkeAltay
    @BerkeAltay Рік тому

    blender finally bringing this in as sdf volume nodes. pretty excited about it.

  • @Diesel249
    @Diesel249 3 роки тому +3

    Looks like a nice balance between precise and organic/sculptural stuff. Thanks for sharing this!

  • @toddspeck9415
    @toddspeck9415 3 роки тому +1

    Just amazed watching your techniques in Blender. Thanks Chipp.

  • @hyruleorchestra4339
    @hyruleorchestra4339 3 роки тому +16

    For anyone interested: You can do the same thing with animation nodes for free. I use that all the time. You can feed all your objects in a subprogram to make them a mesh list. Then you join that mesh list and feed it into a target object that gets a voxel remesher.
    That way you get the volume/metaball effect while the original objects are still there, separated and editable. You can even animate that whole system to get some really cool effects.

  • @Fley1965
    @Fley1965 3 роки тому +3

    Great if you need a really high poly object. But I don't think that you save a lot of time, you can add all of this with booleans and do a voxel remesh.
    Or, you can use normal modeling (you know, the way which uses less than 10.000 polys for a faucet ) and add some bevels or subdivision with modifiers.

    • @hagelslag9312
      @hagelslag9312 3 роки тому

      Not to mention it's going to be a huge file in comparison if you'd start low poly. When he made it 128 vertices my brain was like 'no'.

    • @ChippWalters
      @ChippWalters  3 роки тому +1

      128 makes no difference as the model is voxelized at a new resolution. The 128 is just the "scaffolding."

    • @Fley1965
      @Fley1965 3 роки тому

      @@ChippWalters This will still result in an ineffective geometry, as your video proves. I do use similar techniques in ZBrush, but the retopo there is way more efficient than Blender's voxelisation. Still, the results are pretty high poly then.
      Sure, if that doesn't matter, it seems to work quite well. For 3d printing, this is probably very usable. But for a simple prop, I would like something lighter. In a scene with dozens of props, this will add up pretty fast.

    • @ChippWalters
      @ChippWalters  3 роки тому +1

      @@Fley1965 You use Blender much? haha. Sounds like not. There are many ways to reduce polys and clean up meshes in Blender, including using Z Brushes own retopo tool.

    • @Fley1965
      @Fley1965 3 роки тому +1

      @@ChippWalters ZRemesher is only in ZBrush, to my knowledge at least. There is Quadremesher for Blender and others, which is done by a developer who also worked on ZRemesher. I don't know if the mesh quality in on par with the actual version of ZRemesher, since I use ZBrush longer than I use Blender so can use ZRemesher in the actual version. I also know Tesselator, DynRemesh and Instant Meshes Remesh (not really a plugin, AFAIK, but free). I would expect all of these plugins to give a better result as a voxel remesh.
      None of these solutions, including ZRemesher, makes a good topology just by clicking on one button. Since I've worked a lot with STL files for 3d printing and made them editable, I know a thing or two about these automatic processes. Getting good results take time and multiple tries in many cases. I doubt that I would save that much time working that way with simple props.
      But that's really the point here - I can spend this time to get a reasonable lean mesh by some automatic retopo, or I can model stuff like this with a good topology in mind. Automated retopo is great when working with sculpted meshes, or with 3d scans. Still, often the edge loops are not where I would need them. For an organic look, great. But for that, there is already sculpting.
      My usual workflow for making low poly geometry look good are bevels and subdivision, in some cases also multires.
      Don't get me wrong, this plugin can be useful for some people. It's just not a game changer, a must-have or something that makes modeling a lot easier for someone with limited skills.
      Your presentation in this video does show how to make a high-poly version of a simple prop, which in many cases would be so far away from the camera that a low-poly version out of primitives would not make much of a difference. Make a whole scene with these and it will impact viewport speed, render speed, loading and saving time, without a real benefit.
      Please accept that I don't like that. We are all noobs in some way, probably there are things that I don't see. I found none of them in your answer, though.

  • @2002makki
    @2002makki 3 роки тому +2

    That was ( is ) REALLY COOL. Bought it straight away. I love your work flow with this add on, hope you come up with more of this type nice work. Thanks Chipp

  • @sebastianmontrose488
    @sebastianmontrose488 3 роки тому +1

    Oh my gosh that's amazing Chipp.

  • @Hejirah
    @Hejirah 3 роки тому +7

    I wish I knew how to make the thing you did at 5:40, the little carving around the faucet, it was a little too quick for me. But a beautiful video btw.

    • @ChippWalters
      @ChippWalters  3 роки тому +3

      That's just a simple cube, flattened out, and Boolean differenced, using the Bool Tools addon (comes with Blender).

    • @SonictheHedgehogInRealLife
      @SonictheHedgehogInRealLife 3 роки тому

      @@ChippWalters when i hit control minus it just zooms out the view

    • @bloodysupport7664
      @bloodysupport7664 3 роки тому +1

      @@SonictheHedgehogInRealLife turn on booltool in blender addons. After that Ctrl + minus

  • @GA-br8wj
    @GA-br8wj 3 роки тому +2

    So you have to model the concept first in Blender and then use the addon, you can probably make all that at the same time with the FLUENT addon (for example) and you won´t need the extra steps with another addon.

  • @pijcab
    @pijcab 3 роки тому +11

    As a beginner I'm kinda confused as to what this plug-in actually does. It joins those different objects together in a smooth and clean way right?
    Also what would be the "hard" way (without the plugin) of doing this? Maybe a comparison video would be interesting to see idk

    • @ChippWalters
      @ChippWalters  3 роки тому +3

      Yes it creates a smoothing effect between two objects. To do this manually would have to be done with some retopo and subd and take a long time-- too long for a tutorial.

    • @alex15095
      @alex15095 3 роки тому +11

      to do it manually:
      1. CTRL+J all of the objects
      2. add a Remesh modifier, set to Voxel mode
      3. set the size to about 0.00015 m or so
      4. enable Smooth Shading
      5. apply when happy
      having done this, you'll end up with a very high poly object (probably over 100,000 polygons). to reduce the number of polygons, visit the Object Data Properties (green triangle symbol), scroll down to Remesh and select Quad and perform the QuadriFlow Remesh

    • @yash1152
      @yash1152 3 роки тому +1

      yeah, same exactly same were my thoughts. thanks for asking...

    • @yash1152
      @yash1152 3 роки тому

      ... and thanks @@ChippWalters for answering. got it now why u keep saying metaballs - as they also auto join smoothly.
      also, maybe pin this thread??!

    • @KageToHikari_CG
      @KageToHikari_CG 3 роки тому

      @@alex15095 Better use booleans instead of Ctrl+J since remesher can fail in some cases with intersections, while additive booleans make no intersections at all (if made correctly)

  • @afrikaniz3d
    @afrikaniz3d 3 роки тому +1

    Adding this one to the wishlist

  • @amarksname
    @amarksname 3 роки тому +2

    Tis is a must have for Metaballers! Thanks for sharing this gem!

  • @starby1243
    @starby1243 3 роки тому +1

    Enjoyed watching this. Love this channel 👍👍👍

  • @svs4662
    @svs4662 Рік тому +1

    Kinda just like a voxel remesher... I would be impress if in the end it could provide you an automatic optimization of topology with lowpoly count while keeping the final form

  • @darrenberkey7017
    @darrenberkey7017 3 роки тому +3

    I was going to say, depending on how many objects there are in your scene that use this addon, that kind of mesh density would probably gobble up memory quickly, but I guess it's not much different from some of the high-poly sculpted models I've seen, or even done myself. (Although I have brought my computer to its knees with some large particle systems combined with metaballs before.) 😋

    • @neoqueto
      @neoqueto 3 роки тому

      Not really lol. For a single faucet or entire bathroom? No, man. Could be a bit much for games tho.

  • @sauravbhagat4150
    @sauravbhagat4150 3 роки тому +1

    Modo has this way of modeling since day one.

    • @mayorc
      @mayorc 3 роки тому +1

      And? We should care what Modo has? We are talking about Blender, not comparing dicks.

    • @ChippWalters
      @ChippWalters  3 роки тому

      Modo has Mesh Fusion, a totally different, albeit more powerful solution, but it only works with proper quad surfaces. This tool can work with just about any topology. And when combined with a state-of-the-art remesher addon, like Quad Remesher, this can give as good or even better final results.

  • @3d-illusions
    @3d-illusions 3 роки тому +3

    you could also finish up with exoside quad remesher to get perfect topology. That way you can drastically reduce quad count, and also make it possible to modify bevels between connecting pieces + easily unwrap.

    • @ChippWalters
      @ChippWalters  3 роки тому +4

      Absolutely, and I always do *exactly* that. Really good point!

  • @PonteRyuurui
    @PonteRyuurui 3 роки тому +4

    that is pretty neat, you should run quadremesher on top of this

  • @logicfacts9964
    @logicfacts9964 3 роки тому +2

    Hello! Would you tell me what is your rig configuration and blender's render settings?

    • @ChippWalters
      @ChippWalters  3 роки тому +2

      I'm using a 11th Gen Intel(R) Core(TM) i9-11900KF @ 3.50GHz, 3504 Mhz, 8 Core(s), 16 Logical Processor(s), and NVIDIA GeForce RTX 3090, and 64 GB memory. Blender render settings are probably the default. I think this was rendered in Cycles.

  • @javadahmadi
    @javadahmadi 3 роки тому +1

    Excellent video.

  • @PrimitiveBaroque
    @PrimitiveBaroque 2 роки тому +1

    Very cool. This is similar to Mesh Fusion in Modo.

  • @TheAnimeist
    @TheAnimeist 3 роки тому +2

    Can you expand on where/what the advantage is? Thank you.

    • @ChippWalters
      @ChippWalters  3 роки тому +8

      I'm sorry, but I neglected to mention in the video the main advantage of this approach. And that is the fact that it is extremely easy to fine-tune and tweak your designs using an iterative method of just moving around the different shapes. So, for a designer, it's a great way to explore new forms. And, when combined with hard surface modeling tools, you can create some pretty amazing shapes and objects. Think of robot arms with intricate mechanisms built inside. Things like that. Hope that helps.

  • @aegisgfx
    @aegisgfx 3 роки тому +7

    Isnt this just the same as applying the remesh modifier to a joined object?

    • @ChippWalters
      @ChippWalters  3 роки тому +5

      No, because you can adjust this in real time.

  • @matsy7450
    @matsy7450 3 роки тому

    I don't mean it's a bad addon, indeed, looks great.
    I would like Dynamesh to have the same automatic capacity to fuse volumes or extrusions in this smooth way...for hardsurface design.

  • @millie2079
    @millie2079 3 роки тому +1

    This is exactly the same as the Volume mesher in C4D, which is great for quickly fleshing out a shape to use as a reference to build over with good poly's. The trouble is the better the definition the higher density of mesh and with that comes excessive cpu usage.
    Considering how superior Blender's boolean modelling workflow is I can't see why this would be used much.

    • @ChippWalters
      @ChippWalters  3 роки тому +3

      It's actually the opposite. *Because* Blender's Booleans modifiers are so good-- it makes this possible.

  • @Feanne
    @Feanne 3 роки тому +2

    Same guy has a great add-on for cloth simulation!

  • @Kuechmeister
    @Kuechmeister 3 роки тому +2

    Its a volume mesher

  • @BlockyBardYT
    @BlockyBardYT 3 роки тому +2

    Did sth similar with the remesh modifier and smoothing. But this seems to do it at whole another level.

    • @PipTogo
      @PipTogo 3 роки тому +2

      i think it just uses the remesh modifier -.-

    • @BlockyBardYT
      @BlockyBardYT 3 роки тому +2

      Ok. I think I see it. Seems like a handy tool tho.

    • @ChippWalters
      @ChippWalters  3 роки тому +4

      He's also using geometry nodes and some sweet smoothing magic🙂

  • @MrDigitalWorks
    @MrDigitalWorks 3 роки тому +9

    I was wondering if this is also possible with the remesh modifier!?

    • @Yoshi-vq3og
      @Yoshi-vq3og 3 роки тому +1

      yes, from what I saw, it pretty much looks like what you would get out of a remesh modifier, however, the rounded edges would be kinda hard to create. (maybe a bevel modifier?)
      edit: straight put of the blender manual (for the bevel modifier):
      Angle
      Only bevels edges whose angle of adjacent faces plus the defined Angle is less than 180 degrees. Intended to allow you to bevel only the sharp edges of an object without affecting its smooth surfaces.

    • @ChippWalters
      @ChippWalters  3 роки тому

      You also need to add a smooth modifier asking with a number of Booleans modifiers.

  • @fablewalls
    @fablewalls 3 роки тому +1

    That was done so quickly, deeply impressed.

  • @Trazix83
    @Trazix83 3 роки тому +1

    We can do this with maya ?

  • @HrafnNordhri
    @HrafnNordhri 2 роки тому +1

    What did I miss? You didn't use any metaballs here...

    • @ChippWalters
      @ChippWalters  2 роки тому +1

      Used an addon to combine primitives.

    • @HrafnNordhri
      @HrafnNordhri 2 роки тому

      @@ChippWalters the result is very clean.

  • @designnimbus
    @designnimbus 3 роки тому +1

    Excellent add on. Like it

  • @efeozturk5253
    @efeozturk5253 3 роки тому +6

    It's nice but I really didn't like how the nozzle joint location turned out

  • @cekuhnen
    @cekuhnen 3 роки тому +1

    such add ons would be perfect if you could selectively adjust the fillet

    • @ChippWalters
      @ChippWalters  3 роки тому +1

      You can sort of do that with the smoothness setting

    • @daton3630
      @daton3630 3 роки тому +1

      yep

    • @daton3630
      @daton3630 3 роки тому +1

      @@ChippWalters there isnt much control though

  • @intrastellar5245
    @intrastellar5245 3 роки тому +4

    yeah. I thought about your metaball modeling tutorial as soon as I saw the addon 👍

  • @aharonluccier1570
    @aharonluccier1570 3 роки тому +2

    Very nice, reminds me of the VDB from Poly Node from Houdini.

    • @TheDanielConsole
      @TheDanielConsole 3 роки тому

      it's exactly the same thing as doing vdb from poly + vdb smooth sdf + vdb convert

  • @codejunkie6300
    @codejunkie6300 3 роки тому +1

    @chippwalters At the start of the video, your "default cube" is dark with some really impressive lighting. Is this your default setup, and if so how did you set it up?

    • @ChippWalters
      @ChippWalters  3 роки тому +1

      I use some EEVEE Material System mats and some basic lighting. My startup scene is up at my $1 Patreon: patreon.com/chippwalters

    • @codejunkie6300
      @codejunkie6300 3 роки тому +1

      @@ChippWalters Awesome! Thank you.

  • @F3f33f
    @F3f33f 3 роки тому +1

    Thanks for the demo Chipp! Can we 3d-print the models from this addon?

  • @bt_martin
    @bt_martin 3 роки тому +1

    Very interesting work flow… thanks for sharing!!

  • @SonictheHedgehogInRealLife
    @SonictheHedgehogInRealLife 3 роки тому

    Wow that was crazy

  • @rponnie
    @rponnie 3 роки тому +2

    Nice, smells a bit like Houdini VDB’s, or Zbrush Dynamesh

    • @ndcollins
      @ndcollins 3 роки тому

      or Modo's MeshFusion

  • @steveboyer3196
    @steveboyer3196 3 роки тому +1

    Can the fillet radii be adjusted per primitive intersection with this tool?

    • @ChippWalters
      @ChippWalters  3 роки тому

      No, the smoothness setting managers all objects at once.

  • @neil1375
    @neil1375 3 роки тому +1

    I may not be understanding this, but using standard Blender tools can deliver the same result ad with HOPs and Boxcutter it can be done even more efficiently can't it???

  • @tirthbeladia211
    @tirthbeladia211 2 роки тому +1

    Nutella bottle modelling?

  • @Jaxru
    @Jaxru 2 роки тому

    What's different with this, than joining the objects and using a re-mesh modifier with some smoothing? and applying it?

    • @ChippWalters
      @ChippWalters  2 роки тому

      You should download the add-on and find out. There's a lot more to it.

  • @A-n-t-o-n-y
    @A-n-t-o-n-y 2 роки тому +1

    Does it work with latest 3.1 builds?

    • @ChippWalters
      @ChippWalters  2 роки тому

      It should. Or check out DESIGN MAGIC which I know works with 3.1

    • @A-n-t-o-n-y
      @A-n-t-o-n-y 2 роки тому

      @@ChippWalters Thank you! I'll check it

  • @blenderbachcgi
    @blenderbachcgi 3 роки тому +1

    If I am not mistaken, this is the same Chip Walters who created Gumroad. :)

  • @RetroPlus
    @RetroPlus 3 роки тому

    This is really good, definitely a useful tool

  • @AndyTanguay
    @AndyTanguay 3 роки тому +1

    There's a thing for Modo called Fusion that's a lot like this, but with more features. I miss that sucker.

    • @ChippWalters
      @ChippWalters  3 роки тому

      Yeah, but with Fusion, it's much more powerful. And that's because Fusion results in a really nice subd mesh. But, that can be done very easily with this technique by subsequently using the quad remesher plugin which is the same remesher that ZBrush uses so it's a state-of-the-art remesher.

    • @ChippWalters
      @ChippWalters  3 роки тому

      @@therealjones-o6x Dude, Zbrush remesher is made by the same guy. exoside.com/quadremesher/

  • @andrearusky
    @andrearusky 3 роки тому +1

    This is basically the Cinema 4D Volume Builder/Mesher I think

  • @silverman1438
    @silverman1438 3 роки тому +1

    wow, that's hot addon, thank you 🙏🏻

  • @arinarici
    @arinarici 3 роки тому +1

    its like vdb modelling :)

  • @mapple4770
    @mapple4770 3 роки тому +1

    Wow that's nice, how can i achieve that in blender natively?

    • @MrTomyCJ
      @MrTomyCJ 3 роки тому +1

      You mean the final model or the workflow?

    • @mapple4770
      @mapple4770 3 роки тому +1

      @@MrTomyCJ
      Workflow

    • @ChippWalters
      @ChippWalters  3 роки тому +2

      First, add boolean modifiers to each of the separate objects, then add a remesh and play with the voxel density, then add a smooth. That will get you close.

    • @mapple4770
      @mapple4770 3 роки тому +1

      @@ChippWalters
      Thanks

  • @diejaycee
    @diejaycee 3 роки тому +1

    This looks like something I'd be into

  • @jakemarcus9999
    @jakemarcus9999 3 роки тому +1

    Awesome

  • @pontosinterligados
    @pontosinterligados 3 роки тому +2

    Nice! Is it metaballs? Or more like converting mesh to volume and back?
    I understand if “feels like” metaballs but the math behind metaballs is quite unique.

    • @KageToHikari_CG
      @KageToHikari_CG 3 роки тому

      This addon just makes use of boolean + remesh pair, and does it perfectly fast, instead of doing it by hand you just apply the Concept "modifier pack"

  • @stana1980
    @stana1980 3 роки тому +1

    Thanks for the video could you please say where did you got that dark theme for blender and which plugin did you used for adding material to the model
    Thanks
    Jesus loves you

    • @ChippWalters
      @ChippWalters  3 роки тому +3

      That is the standard theme for blender that I'm using. The plugin is the free kit ops plugin and it comes with a free set of materials that you can use to add to your objects.

  • @ped-away-g1396
    @ped-away-g1396 3 роки тому +1

    isn't this already possible with remesh modifier?

  • @vgaportauthority9932
    @vgaportauthority9932 3 роки тому +1

    This is a little bit like how Dreams works. It's a nice way to model.

  • @joejection
    @joejection 3 роки тому +1

    more prop modelling vids ! this was sick and slick !

  • @voronium
    @voronium 3 роки тому +1

    Hmm, can't you achieve same functionality with just a Boolean modifier (set to use a Collection of objects) and a Remesh modifier after that ?

  • @PascalWiemers
    @PascalWiemers 3 роки тому +1

    its basically vdb remeshing :) But nice!

  • @matsy7450
    @matsy7450 2 роки тому

    If it got better, and allowed hard edges where you want...and allowed lot more details where you want, it would be a revolution.

  • @zalzalahbuttsaab
    @zalzalahbuttsaab 3 роки тому

    ...so what did the addon do exactly?

    • @ChippWalters
      @ChippWalters  3 роки тому

      It uses geometry notes to add different types of modifiers to the mesh

  • @cgnico3978
    @cgnico3978 3 роки тому +1

    What's the shortcut to toggle orthographic view?

    • @anpapz
      @anpapz 3 роки тому +2

      5 on the keypad. there is also a button on the far right of the 3d view (icon is a grid)

    • @cgnico3978
      @cgnico3978 3 роки тому +2

      @@anpapz Thanks!

  • @13x666
    @13x666 3 роки тому +1

    Meatballs on steroids you say? I'm interested!

  • @suleimanmutoshvili5606
    @suleimanmutoshvili5606 3 роки тому +1

    I don't know how to feel about this. True, it's useful addon if you want things to happen quickly, but all of this takes what? 15-20 minutes overall?

  • @TheShinyMooN
    @TheShinyMooN 3 роки тому +1

    THATS AMAZING ! but its basically just to make concepts :( wish he could add a unsubdiv/remesh tool to it

    • @ChippWalters
      @ChippWalters  3 роки тому +2

      It works great with the industry best in class Quad Remesher addon $$$

  • @TheChromePoet
    @TheChromePoet 3 роки тому +8

    When this guy was born he told his parents congratulations.

  • @SonictheHedgehogInRealLife
    @SonictheHedgehogInRealLife 3 роки тому

    when you do control minus what addon is that?

    • @ChippWalters
      @ChippWalters  3 роки тому +1

      Boolean tools in your PREFS. Ctrl+Numpad minus

  • @mythran1162
    @mythran1162 3 роки тому +1

    That voice... your chilly tomatoes brother right?

  • @drinnerd8532
    @drinnerd8532 3 роки тому +2

    This addon looks wonderful! Although, I really got pretty lost and confused during the later part of the video with your "command + Minus" workflow around the 5:04 mark and on to the end of the video. Was that simply some cool way of adding booleans?

    • @ChippWalters
      @ChippWalters  3 роки тому +1

      Yes, it's bool tools, an addon that comes with Blender

  • @synthoelectro
    @synthoelectro 3 роки тому +20

    The days of making ball bearings the hard way appears to be over.

    • @blind_drunk_chris
      @blind_drunk_chris 3 роки тому +8

      Then... are they... metaball bearings?
      No, I'm not sorry.

  • @MidnightSt
    @MidnightSt 3 роки тому +4

    ...so how is this different from boolean union/add/whatever that operation is called?

  • @nothingnothing3211
    @nothingnothing3211 3 роки тому +3

    Ah! the powerpoint modelling.

  • @firjatullahnabilwmaulana7199
    @firjatullahnabilwmaulana7199 3 роки тому +1

    please tutorial make a sticker from kitops...

  • @Demirci91
    @Demirci91 3 роки тому +1

    I always thought that this type of modeling is easy to make but when I learned 3d modeling then I realized how hard it is it may look simple but very complicate most times

  • @Vlow52
    @Vlow52 3 роки тому +3

    Looks like a topological pain

  • @canweng5546
    @canweng5546 3 роки тому +2

    This looks a little bit like Modo's MeshFusion.

  • @toonzdanceparty
    @toonzdanceparty Рік тому

    mesh looks quite dense

  • @marcus_ohreallyus
    @marcus_ohreallyus 3 роки тому

    So it's basically volume builder from Cinema 4d

  • @kenliuuzaki3655
    @kenliuuzaki3655 3 роки тому +1

    I would rather do the modeling job in some industrial software and export to fbx...

  • @Grimeaper
    @Grimeaper 3 роки тому +1

    Ah yes mesh fusion. I mean it is certainty an interesting concept.

  • @jippee1
    @jippee1 3 роки тому

    Remember add ons simply take whats already existing in blender - this is simply just a remesh and a few other things - no need to spend 25 dollars - figure out the blender work flow first and do that everytime

    • @blenderer3191
      @blenderer3191 3 роки тому +1

      just tried the remesh modifier and the results look pretty ugly, no matter which voxelsize. This addon seems to do a way better job.

    • @jippee1
      @jippee1 3 роки тому +1

      @@blenderer3191 you have to try a bit more you get the results. I have

  • @aronseptianto8142
    @aronseptianto8142 3 роки тому +1

    it is simply impressive how much faster the new remeshing tool is that this operation can be done in relatively ok time

  • @21Liberdade
    @21Liberdade 3 роки тому +1

    I'm an absolute beginner with 3d modelling/blender, so take this for what it's worth. This seems like a 2 edge sword: it facilitates modeling immensely at a first glance, but it also seems to promote..... laziness?

  • @bobross9370
    @bobross9370 3 роки тому +8

    This just remeshes them into one without the extra steps, it's entirely doable without the addon.

    • @bobross9370
      @bobross9370 3 роки тому +1

      @Master Monkey Yeah but the extra steps in this case are pretty rudimentary, it seems to just slap everything in one menu which I guess is easier but it's just as quick doing it without the addon.

    • @bobross9370
      @bobross9370 3 роки тому +1

      @Master Monkey I don't know if there is a huge reduction in clicks really, it just seems to throw all the buttons into a singular menu, it's arguably more when you take into account the fact you have to individually select each part and "Add To Concept" wheras vanilla would you have you box select or shift select each, ctrl+j and remesh. Seems around the same, if not more, I don't see it being worth $24.

    • @ChippWalters
      @ChippWalters  3 роки тому

      Yeah, why don't you try and do it? Make a video and show everyone how easy it is. I think you'll find out it's not so easy.

  • @eobet
    @eobet 3 роки тому +3

    I feel like we're approaching the end of the polygon... this feels close to MagicaCSG

  • @Narblo
    @Narblo 3 роки тому +1

    Since blender 2.4x we have metaballs that behave the same

    • @ChippWalters
      @ChippWalters  3 роки тому +1

      No, metaballs are not the same. Please see my videos on metaballs and you'll understand.

  • @nintencat
    @nintencat 3 роки тому +2

    I wasn't entirely sold on the idea when Simply Concept was first advertised, but since Chip said it advanced the Metaball modelling aspect, I'm beginning to reconsider. Blender's metaball system is fine, but using primitives to model is well... primitve. I've been looking forward to something like this for a long time.

  • @pixelspring
    @pixelspring 3 роки тому +1

    It’s not a metaball modeller, it’s using a simple Boolean and then another simple convert to vdb. Then convert to poly and Ramesh … actually A Pretty regular process in Houdini. my guess is the tool is built with Houdini under the hood. (OS, I don’t use blender) .

    • @ChippWalters
      @ChippWalters  3 роки тому +1

      Then your guess would be wrong. Haha. Helps if you know a little bit about Blender. Use Bools, a remesh modifier, and a smooth modifier and adjust.

  • @kentjensen4504
    @kentjensen4504 3 роки тому +2

    I’m confused. Isn’t this just normal modeling? What was the add to concept thing all about?

    • @ChippWalters
      @ChippWalters  3 роки тому +2

      It's all about the ability to quickly and non-destructively create softer forms

    • @kentjensen4504
      @kentjensen4504 3 роки тому +1

      @@ChippWalters Okay thanks a lot.

  • @Jadebones
    @Jadebones 3 роки тому +1

    Ok, idk how metaballs react to steroids, but if how normal balls react to steroids is any indication, we're probably not going to be impressed....

  • @pinx5976
    @pinx5976 3 роки тому +4

    its nearly the same like the volume-builder+mesher in c4d... why do blender developers dont just check out the level and possibilities of very good 3d-software like c4d to get on more advanced level and similiar tools/features like in c4d?! and by the way i dont like the concept of these uncountable addons to buy, download, install, update+learn seperately ....

    • @spydergs07
      @spydergs07 3 роки тому +1

      A lot of c4d's envrionment is plugins as well.

    • @ChippWalters
      @ChippWalters  3 роки тому +5

      Does C4D have functionality like KIT OPS? Or SYNTH? Or Decal Machine or Boxcutter? Just wondering.
      And since C4D is $3500 for a perpetual license, I guess there's no dinero left over for plugins. $3500 goes a long way on sub $40 addons 😉

    • @jaigrant-williams7736
      @jaigrant-williams7736 3 роки тому +1

      Exactly, In Houdini it's just vdb's...

    • @pinx5976
      @pinx5976 3 роки тому +1

      @@ChippWalters c4d has a lot of good+advanced features/tools...the idea is just to check them out and then code similiar features/tools into blender free software....

    • @myztazynizta
      @myztazynizta 3 роки тому +2

      @@pinx5976 c4d has decades of million dollar profits over the blender foundation. They can't just do what you say and actually satisfy you in a year or 2. It'll take almost a year just to find the right developer to hire for the specific feature.

  • @chlbrn
    @chlbrn Рік тому

    To be honest, this method doesn't suit for hard surface modeling. Hard surface objects always have different fillet/bevel width, when you use metaball or remesh, it gives you uniform bevel width since they are based on voxels and after that it is hard to iterate and change something. With traditional modeling method, though you have to prepare the topology first but you can always change something or at least change something much easier

    • @ChippWalters
      @ChippWalters  Рік тому

      It's great for fast models. It's not great for CAD-like models.

    • @chlbrn
      @chlbrn Рік тому

      @@ChippWalters I would say, it is better to buy some high quality models instead of making a bunch of models using quick and dirty method.