No, you cannot separate the surfaces from the bevels (in a straight forward way). The best way to export from cad that I know is using MOI 3d, their FBX export settings are great and topology actually translates really well to poly modeling, almost no work needed after. A game changer for cad users like myself.
@@azweinger sure, but you'll end up with several separate bodies, and hoping that the export algorithm places verts and edges on the right places so you can weld them or something on blender. There are a ton of ways to do the same thing, it depends on your work flow, if it's a solid model or a surface model, what you intend to use it for and etc. I personally wouldn't do it that way.
I import many CAD models into Blender, and I first do Limited Dissolve with a 1-5 degree angle. This makes the model much easier to work with in most cases. Also, a Weighted Normal modifier fixes most of the shading issues.
Plasticity has decent export options as well (not to mentione their "blender bridge" function, which is pretty mind-effin-blowin'). Primo stuff as always dude!
If you use plasticity, then there is a plugin for blender that allows you to reduce the number of polygons. If you use Fusion 360, then you will need ''moi3d'', where you can adjust the number of polygons.
Great video as always man !! This workflow is a big part of my job day to day as im working with engineers. Im actually working on a plugin for about a year to simplify this process, I will let you know when it's good enough to be use ;).
I usually run the tris to quads operation first and play with the angle. Then I'll go in manually and work on the parts that are still problematic. Btw neat trick about the bevel width variations, good shit as always brother!
I don't know of any easy route with this but some things that might help are - Alt J - convert to quads and merge by distance to fix the loose edges. Also what about shrink wrapping new geometry over it, using it as a guide mesh.
The simple way to work with CAD models is to use an other software to clean it up before importing it to any other software like maya or blender. It wont be perfect but it will be much more clean than the one you are cleaning on the video
@@Damageing89 Plasticity wors good for videogames. An other way is to literally redo de geo by hand. I work with organic but I've got teammates working in hard surface that do it mostly by hand actually, as much pain as it can be it is the best way
i've been using cad software more than 2 years and i get the same problem while importing it in blender , what i normally do is alt+j to make tries to quad than limited dissolve then i add required cuts or if you know from the beginning that you are going to import the model in blender just make simple shapes and the necessary holes in the cad and then add the bevel in the blender. if you use moi3d it does give you option to export in either polygons or tris and quad also thanks Aryan bro for the amazing tutorials.
i recently had to convert some cad files to maya and what i did was throw it in zremesher and the topology was very good with only a few defects but way easier than spending ten years with the knife tool
in solidworks, at least you can save separate bodies as diffrent meshes. not shure about faces. you could, possibly, painstakingly cut it with separate bodies. but at that point just do it manually in blender
plasticity is working towards making cad export workable meshes, from what i'm seeing, its highly usefull for game pipelines using ngons (i prefer ngons over subd for optimisation)
These are good techniques to add into a CAD to Blender workflow for sure. I unfortunately get most of the models sent to me via Solidworks as that is what the engineers at work use. It’s so tedious and time consuming. I usually do a limited dissolve then remove problematic edges and add in cuts to fix the artifacts. Sometimes it’s easier to just recreate the model in Blender. Will give some of your techniques a shot on my next project. Thanks for sharing.
Try plasticity and say solidworkers to export in step file format. Then try exporting to blender, you will have less pain and even can edit model in plasticity before exporting...
If you liked this tutorial and want to learn more about modeling in Blender, check out my eBook here: shorturl.at/bnxM6 Get some help with your personal projects on my Patreon page: shorturl.at/cnBCI
Once again awesome video. I sincerely hope i never get to work on such model. I would prefer to re model. Anyways finally i properly understand purpose of mark sharp.
How do you even come up with these great tutorials?. Like How did you even figure out that you can control bevels by duplicating vertices and controlling via 3d cursor!!!! Ahh that's crazy dude thanks a lot for sharing your knowledge!
Hello Arin, I thank you very much, you have been more useful than any training course. You design objects, that's good. But what is rare on UA-cam is Gothic architecture tutorials. Only one person works in this field professionally called Hpiproject Please make videos for Gothic for us and for more income so that we can practice. Gothic building tutorial videos will make you a god.😮 I hope you have seen it. I appreciate your efforts
in Rhinoceros, if its still nurbs or solid model on cad, you can separate all faces (bevels or surfaces). But after converted it or exported with mesh/polygons (.stl/.obj) it is too late.
Hey there! Been watching your videos and learning a bunch so I grabbed the ebook :) Quick question (seems my comment didn't go through yesterday) - once you drop the update, am I able to download the newer version through gumroad or do I need to pay for it again? Thanks for the great content!
i ran into an issue while cleaning something similar, while turning the topology into quads, the edge loops started to spiral and it s driving me crazy to fix it and i couldn t...
hello i love your videos but can u help me in shading princable i dont have more settings than metallic , roughness , IQR and alpha i tryed everything but i still have those 4 settings.
I do this kind of madness work. If anyone need this nightmers to be fix let me know. I usually work from CAD badly exported to mesh for with hard surfaces. Boats, Mech stuff...
In cases like this, i think its better to do the model again, with the base model it gets easier, retopology in this case is such a hell of a pain! The model is messed up! Just redo it with clean topology! This make the diference between the artists, some just dont care about make an optimized/clean model so he could sell/use in any purpose!
No, you cannot separate the surfaces from the bevels (in a straight forward way). The best way to export from cad that I know is using MOI 3d, their FBX export settings are great and topology actually translates really well to poly modeling, almost no work needed after. A game changer for cad users like myself.
Good input, thanks for the insight.
Is moi a free software?
@@user-rg2dz2nu6l unfortunately it isn't
No, you can, just explode into separated surfaces directy in CAD
@@azweinger sure, but you'll end up with several separate bodies, and hoping that the export algorithm places verts and edges on the right places so you can weld them or something on blender. There are a ton of ways to do the same thing, it depends on your work flow, if it's a solid model or a surface model, what you intend to use it for and etc. I personally wouldn't do it that way.
I import many CAD models into Blender, and I first do Limited Dissolve with a 1-5 degree angle. This makes the model much easier to work with in most cases. Also, a Weighted Normal modifier fixes most of the shading issues.
Thanks for the shoutout ❤️🙏
Hi @ThomasColin3D , Which tutorial did he refer to?
@@RadioOchess hi, this one : ua-cam.com/video/CS5Gf0hp2E4/v-deo.htmlsi=bcvw0hWd1fJB4Xnx
@@RadioOchess Hi, he was refering to the Karambit knife modeling :)
@@ThomasColin3D thanks
Vairable bevel weight is such an important feature to hard surface modeling. Thanks for the real tips here. I’d love a more in depth fixing video
At 1:30 you can use select linked faces flat. Tris to quads also handles most of the bevels properly if you crank the max shape angle.
The Supreme Blender Teacher has ones again blessed us with his knowledge 🙏
retopology is hard but much needed . we would love to learn. thank you
Need more topology related videos
Plasticity has decent export options as well (not to mentione their "blender bridge" function, which is pretty mind-effin-blowin'). Primo stuff as always dude!
If you use plasticity, then there is a plugin for blender that allows you to reduce the number of polygons. If you use Fusion 360, then you will need ''moi3d'', where you can adjust the number of polygons.
Great video as always man !! This workflow is a big part of my job day to day as im working with engineers. Im actually working on a plugin for about a year to simplify this process, I will let you know when it's good enough to be use ;).
I usually run the tris to quads operation first and play with the angle. Then I'll go in manually and work on the parts that are still problematic.
Btw neat trick about the bevel width variations, good shit as always brother!
I don't know of any easy route with this but some things that might help are - Alt J - convert to quads and merge by distance to fix the loose edges.
Also what about shrink wrapping new geometry over it, using it as a guide mesh.
i just can feel the frustration these kinda models put you through.. i have one in front and i wannna shout....
The simple way to work with CAD models is to use an other software to clean it up before importing it to any other software like maya or blender. It wont be perfect but it will be much more clean than the one you are cleaning on the video
Cool what programs would you suggest
@@Damageing89 Plasticity wors good for videogames. An other way is to literally redo de geo by hand. I work with organic but I've got teammates working in hard surface that do it mostly by hand actually, as much pain as it can be it is the best way
i've been using cad software more than 2 years and i get the same problem while importing it in blender , what i normally do is alt+j to make tries to quad than limited dissolve then i add required cuts or if you know from the beginning that you are going to import the model in blender just make simple shapes and the necessary holes in the cad and then add the bevel in the blender. if you use moi3d it does give you option to export in either polygons or tris and quad also thanks Aryan bro for the amazing tutorials.
My man on beats mode, every day new video 🔥🔥🔥
i recently had to convert some cad files to maya and what i did was throw it in zremesher and the topology was very good with only a few defects but way easier than spending ten years with the knife tool
in solidworks, at least you can save separate bodies as diffrent meshes. not shure about faces. you could, possibly, painstakingly cut it with separate bodies. but at that point just do it manually in blender
Many shading issues are corrected by the weighted normal modifier. Thanks to it you can sometimes put the bolt on high poly
Bro I like your modeling technique and learn something new in your videos.
sir you really doing a god job for us
Thx for sharing this knowledge🙏
plasticity is working towards making cad export workable meshes, from what i'm seeing, its highly usefull for game pipelines using ngons (i prefer ngons over subd for optimisation)
These are good techniques to add into a CAD to Blender workflow for sure. I unfortunately get most of the models sent to me via Solidworks as that is what the engineers at work use. It’s so tedious and time consuming. I usually do a limited dissolve then remove problematic edges and add in cuts to fix the artifacts. Sometimes it’s easier to just recreate the model in Blender. Will give some of your techniques a shot on my next project. Thanks for sharing.
Try plasticity and say solidworkers to export in step file format. Then try exporting to blender, you will have less pain and even can edit model in plasticity before exporting...
@@kalpit3d934 interesting never thought of that. Might give it a try in the next product build I get. Thanks.
thanks for your videos !! Aryan !! 💪💪
Yes it did drive me crazy, lol. But yes just do it over is much easier. And thank you for the info and more is always welcome.
If you liked this tutorial and want to learn more about modeling in Blender, check out my eBook here:
shorturl.at/bnxM6
Get some help with your personal projects on my Patreon page:
shorturl.at/cnBCI
bro u are hidden gem of blender youtube
Master of vanilla blender 🤘🏽👏
Once again awesome video. I sincerely hope i never get to work on such model. I would prefer to re model.
Anyways finally i properly understand purpose of mark sharp.
How do you even come up with these great tutorials?. Like How did you even figure out that you can control bevels by duplicating vertices and controlling via 3d cursor!!!! Ahh that's crazy dude thanks a lot for sharing your knowledge!
Master Aryan on fire 🔥😊
Can you do a tutorial on Texturing & Baking a realistic Gun?
u ar under rated
Hello Arin, I thank you very much, you have been more useful than any training course.
You design objects, that's good.
But what is rare on UA-cam is Gothic architecture tutorials. Only one person works in this field professionally called Hpiproject
Please make videos for Gothic for us and for more income so that we can practice.
Gothic building tutorial videos will make you a god.😮
I hope you have seen it. I appreciate your efforts
Great Job
Select all vertex then press Alt J select tries into quads this will delet all the triangulate faces with one click not all but 80%
More topology videos sir❤
Need video for cylinder typology
1. how to shade smooth cylinder
2. How to bevel cylinder to make things like capacitor
there is an export setting that export CAD with Ngons and a lot less triangles
Thank for tutorial
Sir make tutorial on full processing of makeing Cgi perfume , Lighting ,tuxture and rendering setting
6:30 what about harden normals , it does the same thing right ?
nice tip for adjusting the bevels , really usefull?
in Rhinoceros, if its still nurbs or solid model on cad, you can separate all faces (bevels or surfaces). But after converted it or exported with mesh/polygons (.stl/.obj) it is too late.
Hey there! Been watching your videos and learning a bunch so I grabbed the ebook :)
Quick question (seems my comment didn't go through yesterday) - once you drop the update, am I able to download the newer version through gumroad or do I need to pay for it again? Thanks for the great content!
best of hte best
You know what are the 3 hardest things to model and texture properly? 1) Humans, 2)Cars, 3)complicated organic objects
thx
try export your model from CAD based software using ngons (plasticity has that) in the first place. no more triangle bullsh*t
i ran into an issue while cleaning something similar, while turning the topology into quads, the edge loops started to spiral and it s driving me crazy to fix it and i couldn t...
hello i love your videos but can u help me in shading princable i dont have more settings than metallic , roughness , IQR and alpha i tryed everything but i still have those 4 settings.
Just hit Alt+J your work is finished %80.
2:34 I guess you can separate the face from the body before export
Alt-J will reduce a load of tris to quads to get things started.
Aryan trying to go through a whole video without mentioning Thomas Colin 3d: 😰😰
i saw a ac remote and try to model it and cant able to model it and my confidence went to zero suggest me some modelling channel or tips
The most important command is : "Shit"
I do this kind of madness work. If anyone need this nightmers to be fix let me know. I usually work from CAD badly exported to mesh for with hard surfaces. Boats, Mech stuff...
In cases like this, i think its better to do the model again, with the base model it gets easier, retopology in this case is such a hell of a pain! The model is messed up! Just redo it with clean topology! This make the diference between the artists, some just dont care about make an optimized/clean model so he could sell/use in any purpose!
You’re a g
The shirt makes me uncomfortable
literally just use quad remesher and not be in all of this pain lmao
I don't teach paid add-ons.
@@ArijanRace Chad
Quad remesher is magic, but honestly it doesn't hurt learning this shit manually. Good skills and knowledge to have.
Quad remesher is good but it is not suitable for all situations. It kinda sucks at Hardsurface hard angles
My breath was taken away while listening to you. Please speak a little slower.
Thanks for a useful video.
much faster just redraw this sht
i was expecting a tutorial by an Aryan... disappointing...