The coolest part is that it's not a timelaps, this is actually created in a few minutes in real time. That's what you get for knowing your toolkit well!
Ciao Alessandro complimenti per quello che fai, il tuo modo di interpretare Blender lo trovo unico rispetto a quanto ho visto fino ad ora (sono un blenderista dal 2010). Sei di grande ispirazione, grazie.
The problem with radius is that it is distorting object, i wish we could use more than one empty along an array to be able to scale proportionally at various point along the array!
Now, I know this is an old video and all, but this is very much insightful But I got question: what should we do to be able to use bothe Curve + Array mods AND Hair particle system? Cuz I've been trying to work on that, tried to manage the modifiers' stacking positions, and it still doesnt work at all. It'll be tremendously useful when I'm gonna need to make creature model with fluffy tail of sort, or some spikes/feather
Hi Bawono, you just gave me an idea for a video on Patreon :-) It is indeed possible. Maybe you can use Geometry Nodes for that. But another approach would be to use Tissue. In the sequence you can: 1) "Tissue Convert To Curve" for automatically converting the hair to curves. 2) In the generated Curve object set either bevel or extrusion 3) Use that as a base object for a "Tessellation" using Tissue. I hope that this helps :-)
@@AlessandroZomparelli Ooooooooh, thank you, ironically enough that's exactly what I'm doing right now in a separate project, it didn't occur to me that's how you did it *facepalm*
i tried your advice but its still the same. It adds more geometry as i move the beizers tip away but to me it seem delayed. I got work though so thats it for today
eternalchao11 I've noticed that sometimes it can give this kind of error. I suggest trying to reassign again, or trying to scale it manually. If you for example are using the z axis of your object along the curve, you can scale the object along the local z axis and you should be able to manually adjust the length. PS: did you set the length of the array fitting the curve length right?
Hi Kang San, I set the "Crease" to 1 for the selected edges. The shortcut is shift-E, or you can find the value on the right panel, in the "Item" tab while you are in edit mode.
ciao!! grazie per il tutorial è stato molto utile!! però ho un problema, quando metto il fit typ: fit curve nel modifier array il segmento non si duplica per tutta la lunghezza della curva bezier ma solo per un pezzo, come se ci fosse un qualche offset. ho provato a settare l'origine della curva e della mesh uguale per entrambe ma continuo ad avere lo stesso problema. grazie in anticipo e anche per il tutorial!!
I get that you did this for fun, but the addition of screen cap and commentary about what how are you are doing would make this video just perfect, still a good video.
Not sure why you would need that. It looks pretty straightforward: a simple plane (leftover from a hex prism) with a rotational array modifier to recreate the sixfold symmetry, then the single face is inset and extruded, then a Bézier is used to replicate the shape along the curve, using the well-known combination of a fit-to-curve array modifier followed by a curve modifier. The Bézier is then tweaked and edited in the various usual ways--altering the tilt and radius of points, adding points etc. Then a subsurf is applied to the mesh, with crease set on certain edges to sharpen them. Then the Bézier is tweaked some more. All very simple operations, to end up producing a disconcertingly organic and complex shape.
The coolest part is that it's not a timelaps, this is actually created in a few minutes in real time. That's what you get for knowing your toolkit well!
Damn
Something so complex and elegant made with just a few clicks. Now that's smart
good tutorial with everything i need to remember regularly every 3 months :)
A tutorial of this should gain a lot of views.
yeah
I did set speed to .5 and it looks good to me like tutorial
Best modelling software by far!
Awesome!
props for using the curve modifier properly
Whoa!!!! So COOOOL!
this is insane!!, thanks for the video
Ciao Alessandro complimenti per quello che fai, il tuo modo di interpretare Blender lo trovo unico rispetto a quanto ho visto fino ad ora (sono un blenderista dal 2010). Sei di grande ispirazione, grazie.
Grazie Andrea, mi fa piacere sapere che apprezzi!
The problem with radius is that it is distorting object, i wish we could use more than one empty along an array to be able to scale proportionally at various point along the array!
Yes, it's True. You can maybe try with a lattice. Maybe with Tissue you can do something similar, I have to check for an alternative workflow.
This is really amazing ..
great video man ! thanks
Now, I know this is an old video and all, but this is very much insightful
But I got question: what should we do to be able to use bothe Curve + Array mods AND Hair particle system? Cuz I've been trying to work on that, tried to manage the modifiers' stacking positions, and it still doesnt work at all.
It'll be tremendously useful when I'm gonna need to make creature model with fluffy tail of sort, or some spikes/feather
Hi Bawono, you just gave me an idea for a video on Patreon :-) It is indeed possible. Maybe you can use Geometry Nodes for that. But another approach would be to use Tissue. In the sequence you can: 1) "Tissue Convert To Curve" for automatically converting the hair to curves. 2) In the generated Curve object set either bevel or extrusion 3) Use that as a base object for a "Tessellation" using Tissue. I hope that this helps :-)
Grazie! Awesome tutorial ;)
Great tutorial, and great music, whose the music?
thanks David! The music is credited at the end of the video.
Truly bizzarre!
The only thing i don't understand it how you edit all the sides without using a mirror modifier
For that I used an array modifier linked to an empty
@@AlessandroZomparelli Ooooooooh, thank you, ironically enough that's exactly what I'm doing right now in a separate project, it didn't occur to me that's how you did it *facepalm*
Helloanother question? do you have any suggestion if i want the object to move following the path?
You can try to move only the mesh along the z axis
When I tried to imitate this the geometry I made stop half through the beizers curve.
eternalchao11 try to reset the scale of your object (alt-S)
i tried your advice but its still the same. It adds more geometry as i move the beizers tip away but to me it seem delayed. I got work though so thats it for today
Bezier and geometry should have the same location
Alessandro Zomparelli same location and same origin. They have the same origin
eternalchao11 I've noticed that sometimes it can give this kind of error. I suggest trying to reassign again, or trying to scale it manually. If you for example are using the z axis of your object along the curve, you can scale the object along the local z axis and you should be able to manually adjust the length. PS: did you set the length of the array fitting the curve length right?
Great tut. Would yo be willing to share the song info as well mein brudda?
The info are at the end of the video
wow, aprendi mucho, gracias
hello can you please explain what you did at 2:16
? I cannot figure out
Hi Kang San, I set the "Crease" to 1 for the selected edges. The shortcut is shift-E, or you can find the value on the right panel, in the "Item" tab while you are in edit mode.
@@AlessandroZomparelli thank you it works! great help!
wow
where you screencast ????
can you do a tutorial for this??
ciao!! grazie per il tutorial è stato molto utile!! però ho un problema, quando metto il fit typ: fit curve nel modifier array il segmento non si duplica per tutta la lunghezza della curva bezier ma solo per un pezzo, come se ci fosse un qualche offset. ho provato a settare l'origine della curva e della mesh uguale per entrambe ma continuo ad avere lo stesso problema. grazie in anticipo e anche per il tutorial!!
ho risolto grazie comunque!!
Bene :) c'era da applicare la scala?
if that was poo, then that would be the worst shit i'd ever take, my ass would be destroyed
Where are you man ?
Manish Parmar I'm in Italy
Tremors on steroids!
Haha, kind of :)
What keys do you press at 2:17?
Shift-E for setting the crease of the edges
Alessandro Zomparelli thanks a lot.
I get that you did this for fun, but the addition of screen cap and commentary about what how are you are doing would make this video just perfect, still a good video.
Not sure why you would need that. It looks pretty straightforward: a simple plane (leftover from a hex prism) with a rotational array modifier to recreate the sixfold symmetry, then the single face is inset and extruded, then a Bézier is used to replicate the shape along the curve, using the well-known combination of a fit-to-curve array modifier followed by a curve modifier.
The Bézier is then tweaked and edited in the various usual ways--altering the tilt and radius of points, adding points etc.
Then a subsurf is applied to the mesh, with crease set on certain edges to sharpen them.
Then the Bézier is tweaked some more.
All very simple operations, to end up producing a disconcertingly organic and complex shape.