Making Bio-Mechanical Tubes in Blender / Chaos Tubes

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  • Опубліковано 23 жов 2022
  • Looking at a range of techniques to make bio-mechanical tubes in Blender. This will cover both basic and more complex techniques including using only native functions in Blender as well as Cablerator. For the organic/biological elements we will also play with how to make an undulating cable using the bridge edge loop function.
    Applying modifiers quickly in Blender: • The quickest methods t...
    (Instances on a curve in the second half) Ammo Belt using curves and instancing: • Using curves to make a...
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КОМЕНТАРІ • 28

  • @joelkowalski6869
    @joelkowalski6869 Рік тому +1

    Awesome technique with the edge loop bridging. I would have probably used proportional editing and scaled the loops that way

    • @ArtisansofVaul
      @ArtisansofVaul  Рік тому +1

      Totally an option. I just like how smooth this makes it with the options to add geometry during the process as opposed to using proportional editing and then a subd modifier or having to jump between adding edge loops and the proportional editing. Both work though.

  • @lartmaispastrop
    @lartmaispastrop Рік тому +1

    Thanks for this new video 😊
    Always nice to see different ways to achieve the same goal !
    I'll keep this organic-mechanic mix in mind for future projects.
    And, I have to say, I freaking love your accent 😁 that makes me enjoy your videos even more haha !
    Thanks again !

    • @ArtisansofVaul
      @ArtisansofVaul  Рік тому +1

      Lmao. Good to know on the accent!
      I really like in Blender that there are a number of ways to achieve similar but still different things. It makes it more "personal" to you as you design things.

    • @lartmaispastrop
      @lartmaispastrop Рік тому +1

      @@ArtisansofVaul 😁
      Yep, I totally agree with you !
      It's a whole new world to explore when you start to understand that there is a lot of possibilities to create what you want in Blender ! And then, you realize that there may be just as many more to find ^^ and to choose from !

  • @richardduska1558
    @richardduska1558 Рік тому +1

    Very nice trick. I do the tubes a bit differently, but beside that I would do it the same way.

    • @ArtisansofVaul
      @ArtisansofVaul  Рік тому

      Cheers. What do you do with your tubes (if you dont mind sharing)?

    • @richardduska1558
      @richardduska1558 Рік тому +2

      @@ArtisansofVaul Aray + curve modifyer. I edit the mesh so that it will be 2 cilineder and merge the overlapping parts Also deleting the faces on both end.
      As for organic stuff. I didn't rely had to do anything of the sort bit semes to be the go to way.

  • @richardokeeffe8375
    @richardokeeffe8375 Рік тому +1

    Very good tricks and guide as always. Would love a video on how you made the helm shape from scratch!

    • @ArtisansofVaul
      @ArtisansofVaul  Рік тому +1

      Cheers. That would be quite a hefty series as it gets quite complicated at points. I am working on a series looking at how to make a whole project, if people seem to like it I'll look at doing more for sure.

  • @Hurtone
    @Hurtone Рік тому +1

    I have two issues with curve arrays.
    1. Facing/rotation control. So let’s say a convert a path from the surface of a complex piece. I then want a non symmetrical shape along that path, always pointing outwards. How do I do that?
    2. Squeezing of shapes around hard corners. Is there a way to control this and distribute out over a longer part of the curve?

    • @ArtisansofVaul
      @ArtisansofVaul  Рік тому

      Both good questions and common issues.
      1. Once you have the curve modifier applied to the shape you can turn the shape in object mode and then apply the rotation (you can do the same thing to the scale if you want to change that) or go into object mode, select all and rotate there (you will not need to apply the rotation that way but you need to tab into and out of edit mode so its about the same amount of work either way).
      2. Yes and no. You can do this in a number of ways but if you want there to be even spacing its a bit tricky. You can just move the object (you can see me doing this on the z axis to move it along the curve in this video) to eyeball it. The other option is to instance the object along the curve instead of using a curve modifier. This is more complex but its not that bad once you understand it. I have covered one way of doing this along a curve in this video: ua-cam.com/video/O4QxBfBu80I/v-deo.html I will also be covering it more in the future in a series of videos Im working on making a fantasy/historical building. This will be for the roof and there is some really cool thing you can do there (it will be the sub-video of how to make tiles).
      Hope that helps.

  • @Thiccron
    @Thiccron Рік тому +1

    Vaul your guides have quickly become my very favorite to follow! Loving the great work. Have you messed around at all with Shapr3d?

    • @ArtisansofVaul
      @ArtisansofVaul  Рік тому

      Great to hear. I haven't... Is it a 3D design program? I once upon a time used sketchup but it was a bit limited in what it could do. Great starting point through.

    • @Thiccron
      @Thiccron Рік тому +1

      @@ArtisansofVaul its a CAD program for iPad pro and the apple pencil (I think they have since released on other platforms as well). I've been using it when away from the big PC and has some great features. Obviously very different to blender but worth a look if you've got the hardware.

    • @ArtisansofVaul
      @ArtisansofVaul  Рік тому

      @@Thiccron I don't have an Ipad so that's going to be a bit out of the question I'm afraid.

    • @Thiccron
      @Thiccron Рік тому

      @@ArtisansofVaul No worries! Love your blender stuff. Thanks for the response boss.

  • @90bubbel60
    @90bubbel60 Рік тому +1

    HI, i had some questions, first about the helmet, is the entire head one thing or is the more mechanical parts seperate objects from the base form?
    , do you have any video from when you start creating this model,
    and high resolution do you generally use for these models?

    • @ArtisansofVaul
      @ArtisansofVaul  Рік тому +1

      Hi there. Originally everything was modelled separately but at this point it has been mostly merged together (it also makes it easier to see for the tutorial).
      I don't have any videos for how this was made unfortunately, I made it before I had started the channel. Sorry about that.
      I generally use as high a resolution as I think will be needed for a smooth print. As this is a model for 3D printing it needs that sort of resolution, where as CG work can rely on things like shading smooth and can be much lower resolution. I also try to make sure that when someone buys one of my models they can scale it and it will still print. For example I have seen someone print this at around 400% the size and it still looks smooth.

    • @Kurt634
      @Kurt634 Рік тому +1

      @@ArtisansofVaul hey Vaul love your channel. Just a few questions piggybacking off of this one if it's okay to ask as I'm new to all of this;
      If a mesh is intersecting inside of another mesh do you still have to use Boolean? Or will the slicing software handle it well once you export it into it (so like do the mesh faces that are inside another mesh automatically just get deleted/merged with the mesh if that makes sense? Or do you always have to deal with this manually)
      What level of subdivision do you typically go up to to have a smooth 3D print? I'm just starting out in all of this and I think I heard somewhere that your meshes can't be too detailed or slicing time will increase or something so can't pump it up too high..?
      Sorry if I'm not making too much sense lol. Will make sure to watch more of your vids, and thank you for what you do!

    • @ArtisansofVaul
      @ArtisansofVaul  Рік тому +1

      Makes perfect sense. So a lot of things will be up to you and its worth trying a few things out on a printer as basic shapes to see what happens (especially to determine how details a mesh to have to be smooth). I have never had an issue with slicing software slowing down working out a print and I have some very high.
      As for the joining of objects, you can let your slicing software try to handle is but I always boolean my objects together. It allows you to spot potential issues and resolve them and for a lot of different operations you need to have a solid mesh to work from. But there are some people that would strongly disagree and say its a waste of time. I think I have wasted more time trying to sort out prints than I have fixing booleans and like any skill you get faster at it with time.

    • @Kurt634
      @Kurt634 Рік тому +1

      @@ArtisansofVaul thank you for the response! 💛 I will make sure to experiment and take your advice with using booleans, or ideally joining the meshes naturally but will probably have to get really good at topology to work that out haha. Sounds like it's just a lot of trial and error (and using the blender 3D print toolbox add-on?)

    • @ArtisansofVaul
      @ArtisansofVaul  Рік тому +1

      It is a bit for the printing. But I would say to go on the slide of having a highly detailed mesh if I was you (though it can mean more fixing at points). I have some videos on how to fix various issues from booleans too.

  • @jacobjeleniewski8694
    @jacobjeleniewski8694 Рік тому +1

    love this just a question is this at all warhammer inspired?

    • @ArtisansofVaul
      @ArtisansofVaul  Рік тому +2

      Do you mean the model or the channel? If its the model then yes. For the channel I try to cover a mix of things and techniques but sometimes they are easier to show on a model and I do a lot of things in those settings but other things as well.

    • @jacobjeleniewski8694
      @jacobjeleniewski8694 Рік тому +1

      @@ArtisansofVaul i was talking about this video but this was your first video i watched but ive checked out some of your other stuff and its pretty great work

    • @ArtisansofVaul
      @ArtisansofVaul  Рік тому

      @@jacobjeleniewski8694 Thanks so much 😁 If you have anything you want to know if there's already a video on or you want me to cover let me know, I have an ever increasing list 😅