Step by Step: Boolean Holes to Quad Topology | Blender Secrets

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  • Опубліковано 24 гру 2023
  • This is a longer, more detailed version of the video that goes step by step over an easy workflow for converting geometry resulting from a boolean operation, to all-quad topology that can be used in a subdivision workflow, using minimal manual retopology.
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    ⇨ www.blendersecrets.org/
    Shorter version:
    ⇨ • Boolean Holes to Quad ...
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КОМЕНТАРІ • 22

  • @secondarycontainment4727
    @secondarycontainment4727 7 місяців тому +16

    To further make the cylinder APPEAR straight with no bulges near the opening, you could project the normals from the duplicate cylinder onto the surface of the booleaned cylinder that has the hole. Of course this will not modify the geometry. But it will result in a cleaner look.

  • @polatkemalakyuz2021
    @polatkemalakyuz2021 4 місяці тому +1

    I love Blender Secrets

  • @soirema
    @soirema 6 місяців тому

    This is crazy, I havent been modeling for a whole year and this is exactly what I need, in exactly the time I started working on it...O.O
    You are an angel

  • @grahamthomas9319
    @grahamthomas9319 7 місяців тому +4

    Merry Christmas 😊 This was really cool! It really came together at the end. Really nice topology!

  • @pile333
    @pile333 7 місяців тому +6

    Nice. The funny thing is that sometimes leaving some imperfections makes the 3D metal perforated objects more realistic. 😁
    Merry Xmas!

  • @GeraPhoto
    @GeraPhoto 6 місяців тому

    It's fascinating! For me, as a beginner in 3D this looks like magic 0_0
    Thanks dude!

  • @mipe7755
    @mipe7755 6 місяців тому +1

    I also do the wiggle-wiggle with the verts for quick check of duplicates. I thought I'm the only one to use this silly technique haha :D

  • @EXPLICITBG
    @EXPLICITBG 7 місяців тому +2

    How can I make the edges look that way in the viewport?

    • @SkrapProductionsLLC
      @SkrapProductionsLLC 7 місяців тому +5

      Enable "cavity" under the solids drop down option menu in the top right of the viewport toolbar

    • @EXPLICITBG
      @EXPLICITBG 7 місяців тому +2

      @@SkrapProductionsLLC Thanks, friend! I had completely forgotten about that option after years without using it. Merry Christmas!

  • @GerardMenvussa
    @GerardMenvussa 7 місяців тому

    🧡

  • @shluhenfurer
    @shluhenfurer 7 місяців тому

    I would just use Plasticity to make a hole. Only if the object is for render purposes not for game dev.

  • @hd-be7di
    @hd-be7di 7 місяців тому +1

    3:25 Welding the points alters the surface curvature of the cylinder. Honestly there is no real good work-around for this problem with polymesh modelling & I do pretty much what you did... tedious and time consuming.

    • @gonderage
      @gonderage 7 місяців тому +4

      I think that's what the vertex group > shrinkwrap was for

    • @re57k
      @re57k 7 місяців тому

      I'm relatively new to blender, is there any issue with the shrinkwrap method? (apart from it being potentially buggy and 'wrap' to the wrong vertices)

    • @hd-be7di
      @hd-be7di 7 місяців тому

      @@re57k Shrinkwrap can be used in specific cases for one shape to take on the form of another but in this case one shape is being used as a cutter against another shape through a boolean subtract operation.

    • @secondarycontainment4727
      @secondarycontainment4727 7 місяців тому

      After you shrink wrap to get the geometry as close to the original surface as possible, you could project normals from the duplicated cylinder. This will not further alter the geometry, but it will give the appearance that there are no distortions around the hole. I made a comment about this. Hopefullly Mr. Blender Secrets appends the video with it or addresses it in some way!

    • @hd-be7di
      @hd-be7di 7 місяців тому

      @@secondarycontainment4727 Shrink wrapping concave objects with holes in it can be problematic when it comes to weighted normals and patches figuring out which surface they're supposed to wrap against. For me it's important that the mesh remains accurate I have no use for shader normals.

  • @happyfish7260
    @happyfish7260 7 місяців тому