How to fix artifacts in Blender

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Komentáře • 695

  • @davga
    @davga Před 4 lety +432

    This is one of the most useful tutorial ever seen until now. You speak clearly, not too fast, not too slow. There are many Blender's tutorial with guys that speak at not human speed in order to make the video shorter, but then is impossible to follow. Great Job.

    • @JoshGambrell
      @JoshGambrell  Před 4 lety +17

      Thanks a ton Davide!

    • @CodingWithBen
      @CodingWithBen Před 4 lety +4

      Agreed

    • @richardgarber4618
      @richardgarber4618 Před 4 lety +2

      SO true!!

    • @RabidAltruism
      @RabidAltruism Před 4 lety +1

      Loved the tutorial as well; this is a huge help in getting boolean topology right.
      Don't really agree about the pace of speech -- thought it was way too slow -- but that's why CZcams has a Playback speed option, heh. :)

    • @mohamedal-dabbagh8710
      @mohamedal-dabbagh8710 Před 3 lety

      U said exactly what I wanted to say...

  • @ProfessorOfHow
    @ProfessorOfHow Před 4 lety +35

    Probably the best video on fixing Artifacts in Blender. Thanks, Josh.

  • @paolodinooddone
    @paolodinooddone Před 4 lety +121

    holy cow that "J" trick in vertices I didn't know about. THANK YOU MAAAN

    • @frenzofficial4418
      @frenzofficial4418 Před 4 lety +10

      Dude! I;ve been joining using F didnt even know you could just use J...

    • @Unreality3D
      @Unreality3D Před 4 lety +10

      @@frenzofficial4418 if you use F in the example in the video, it would just bridge the two vertices with a new edge, floating on top of the face, which would cause more problems than it would solve. Using J is where it's at :D

    • @m9jbhakar
      @m9jbhakar Před 4 lety +9

      cow is holy in india only.

    • @Josephsasa
      @Josephsasa Před rokem +1

      Thank you

  • @jorgenjansson1133
    @jorgenjansson1133 Před 4 lety +55

    sometimes it is enough to uncheck "loop slide" in the bevel settings

  • @trelligan42
    @trelligan42 Před 4 lety +128

    Much better solutions than the re-topoligizing I've seen elsewhere.

    • @howdlej123
      @howdlej123 Před 4 lety +19

      Generally you don't want to be modelling like this at all unless it's absolutely necessary, time is very limited and you're scene is very small (And you don't intend to use this in any other sort of 3D application like a video game). Generally speaking you always want to avoid Ngons and avoid having unattached edges.
      From a visual point of a view an Ngon looks like it uses less geometry so it should be faster to render but this is the complete opposite. 3D graphic cards do not support anything other than polygons, so you're renderer has to then slice up the Ngon prior to passing it to the graphics card. This causes overhead vs if you had just made sure your model(s) were already well cut and modelled from the start, additionally you're less likely to see post-render issues and lighting issues as you're not relying on an algorithm that is guessing what you wanted to slice up the geometry correctly.
      Lastly a lot of other 3D applications simply do not support ngons because they don't want to deal with processing your model or will do so very poorly, this is very true for video game engines.

    • @JoshGambrell
      @JoshGambrell  Před 4 lety +26

      @@howdlej123 If you're just going for a render it doesn't matter. If you're working with game assets, animations or deformations, good topology is a must. Prior to the render, Blender converts all topology to tris, even if the entire object is quad-based, so there are conversions occurring either way. With all respect to you, and with some of your points being valid, I just don't think the statement "Generally you don't want to be modelling like this at all unless it's absolutely necessary" is universal. If you're using an addon like boxcutter and going for extremely complex hard-surface models with a nice render, trying to model off of quads and create all of those tiny little cuts and slices is borderline impossible, and even if you could do it would take an insanely long amount of time. For someone like me, who primarily works internally with Blender, booleans and ngons aren't a significant issue for the projects I work on. I can see where quads and good topology become essential, but it simply isn't required all the time and can be even more difficult working that way.

    • @howdlej123
      @howdlej123 Před 4 lety +10

      @@JoshGambrell My point was exactly as you said, yes this is fine if you're exclusively using rendering applications that will do it for you and you're not planning on using this in other applications. However, converting an Ngon to tris is not the same as converting a quad to tris, it's more intricate and can lead to unexpected results, simply put a quad is made up of 2 triangles, that is easy enough for a computer but an Ngon, as stated in its name is an N-gon. A polygon made up of N number of vertices, the more complicated that ngon is, the more time consuming it is and error prone it is for it to be converted into tris.
      I'm not stating that you must always model as if you're going to export it to other applications, especially not if you're a hobbyist or you know the exact use cases of your model, nor am I saying you need to model using only tri's but as a general rule of thumb you should model using a quad or ngon which is more easily divisible into triangles. Small models this is never going to be problem but this is about instilling good habits to beginners.
      There are plenty of 3D artists out there who get away modelling all sorts of things ranging from organic to hard surface modelling and do so fine without expanding beyond quads, this is because they may use ngons and sculpting to start off with but they well then retopologize later so they have a cleaner mess that is easier to export to other tools and production pipelines.
      Appreciate the reply, and I didn't mean to say you should never use techniques outside of the standard realm, just saying it's good to teach watchers the pitfalls and potential issues they may run into and why they may wish to use other techniques. I almost exclusive do hard surface modelling and almost exclusively use quads and I've never ran into a problem I couldn't model using just quads, yes it might've took some extra time to work the topology to look right but I know in the end I don't have to retopologize my model should I want to reuse it later in another application i.e for games. At the end of the day the use case will determine the techniques you use and for hobbyist this won't matter much, I just prefer to give people as much knowledge on things because not everyone looking for blender tutorials is looking to just render out things in blender itself.

    • @qnaman
      @qnaman Před 4 lety +2

      Nah, it's only acceptable - if you are making visuals, movie shots. And you ahve small amount of time. it's better to spent 3x more time on model to get topology right. Then you ahve great baking, easier retopology and etc.

    • @doculab3d
      @doculab3d Před 3 lety

      @@howdlej123 a ngon is a polygon. Do you have any sources for GPU's 3D pipeline?

  • @onebeets
    @onebeets Před 3 lety +57

    User: hey blender can I have a bevel here
    Blender: not without watching tutorials about me for 2 hours you won't

    • @Lakius
      @Lakius Před 3 lety +2

      This exact scenario was literally 30 minutes into my first experience with Blender.

  • @Henry00
    @Henry00 Před 3 lety

    The "Weighted Normal" modifier does wonders for me. Some geometry just didn't quite flow right and this was just the tiny push I needed to make it beautiful! Thanks!

  • @espenstoro
    @espenstoro Před 4 lety +119

    A good thing to remember, and what took me ages to understand, is that every boolean cut needs an edge to connect to. You can't have a cut in a face without anything to support it. Blender is absolutely terrible at connecting it automatically, sadly (why does it always pick the furthest vertex on a circle?), so we gotta make more geometry as support.
    Btw, dice in Hops is gold for this purpose. It doesn't care about ngons.

    • @JoshGambrell
      @JoshGambrell  Před 4 lety +13

      I've been using dice SO much lately. I don't know how he does it but the add on is simply amazing, finding ways around issues like this. That's why I wanted to make this video, so people could get the intuition behind boolean cuts,that way they will understand how to fix boolean issues such as artifacts :-)
      Thanks for the comment!

    • @woolenwoods665
      @woolenwoods665 Před 4 lety +3

      @@JoshGambrell can u tell me more about this " dice in Hops" thing? is another app or an addon to blender?

    • @JoshGambrell
      @JoshGambrell  Před 4 lety +11

      @@woolenwoods665 Hard Ops is a premium add on intended to hlep with hard surface modeling. Basically, it has a command called "Dice" which allows you to add segments kind of like a loop cut straight through the mesh, even if it's full of ngons. The alternative would be cutting straight through multiple times with the knife tool, and would take a really long time. Dice does this in seconds.

    • @woolenwoods665
      @woolenwoods665 Před 4 lety

      @@JoshGambrell thx for the reply!

    • @dommafia
      @dommafia Před 4 lety +4

      @@woolenwoods665 Here's a great overview of its Dice feature with videos hardops-manual.readthedocs.io/en/latest/dice/ and the addon in action. czcams.com/video/y2QBY1SseLU/video.html I hope youtube doesn't flag links.

  • @joege0rge
    @joege0rge Před rokem

    Wow thanks for making an absolute nightmare so insanely simple and clear. I had no idea a solution was so close this whole time, because I really didn't understand the problem in the first place. S-tier tutorial as usual!

  • @nimroutrandomness1245
    @nimroutrandomness1245 Před 4 lety +6

    what a simple way to address major rendering issues, excellent content, thanks

  • @kevinm3751
    @kevinm3751 Před 4 lety +5

    Thanks Josh, this one goes up there in my top ten most useful tips for sure!

  • @marcoseliasmep
    @marcoseliasmep Před 4 lety +1

    Amazing tip! I use it a lot without really thinking about it when creating buses. To make cuts for windows, wheels, etc... Adding those extra lines helps a lot!

  • @z1_Rome
    @z1_Rome Před 4 lety +1

    Appreciate it. I've been struggling a little bit with that using hard ops. I wasn't looking for it but luckily it was recommended.

  • @batesjernigan1773
    @batesjernigan1773 Před 2 lety

    These tutorials are so helpful. Thank you for explaining the Why of blender and not just the how/what.

  • @gfranks007
    @gfranks007 Před 3 lety +2

    Josh, thanks for taking the time to create this video. I'm new to blender and am just discovering the world of "artifacts"and this was really, really, really helpful :)

  • @frugal10191
    @frugal10191 Před 4 lety

    Excellent video. It is nice to see someone show practical ways to fix these kinds of issues other than "make the bevels smaller", or "apply all of the modifiers and then fix the resultant mesh".

  • @legacylee
    @legacylee Před 2 lety

    Great video man, for the longest I wanted to find someone who can explain in detail when some of these features do but also when and in which situation are stone of these good for. A lot of tutorial people never explain why we are using some of these tools and techniques and even more important, I love that you go in depths as to why things work, why they don't work, and what the remedy I would need. Understanding why things happen in blender and how to fix them or avoid them is super helpful. So thank you for this video, gave you a in like and subscribe brotha. I appreciate you!

  • @TheGreatFish23
    @TheGreatFish23 Před 4 lety

    wow you know what this really helped me understand a few more things about making models in blender ive only been doing this for a year and i really enjoy all of it but this was a big problem for me but it totally makes sense thanks for telling me about the weight normal's as well

  • @blazejpopowicz1362
    @blazejpopowicz1362 Před 4 lety +3

    Thank You Josh. Fantastic tutorial. I really like that you consider various scenarios, where resizing bevels or moving cutters around is not an option. There are a lot of tutorials out there that do not 'branch out' like this and I find your approach much more helpful.

  • @ChristianChessell
    @ChristianChessell Před 3 lety +8

    This video was an absolute gem! I had a boolean problem exactly demonstrated in this tips vid and it has solved my problem! This is definitely one of the best problem solving tutorials I have come across. Brilliant work Josh!

  • @Dach101
    @Dach101 Před 4 lety

    I really enjoy these simple short breakdown videos you are making, very clear and well explained for us noobs, thanks! Keep doing what you are doing.

  • @lou7139
    @lou7139 Před 4 lety +1

    Thanks so much! I learned a lot and can't wait to try some of these tips on my boolean cuts!

  • @danielstryver8388
    @danielstryver8388 Před rokem

    I thought I knew it all. Thanks for sharing your knowledge. I actually learned something today. Normally I would just simple subdivide the cube before starting, but this is much more efficient.

  • @VisiV
    @VisiV Před 3 lety

    Brilliant. Fully understood, and it’ll save me tons of time in the future, and free up decisions I was limiting before. Thank you.

  • @00TheRealTC
    @00TheRealTC Před 3 lety

    This perfectly solves an issue this newb only recently encountered. Your straightforward tutorial led me to figure out exactly what the solution should be before you even applied that loop cut. Thank you, Josh. Keep up the excellent work.

    • @JoshGambrell
      @JoshGambrell  Před 3 lety +1

      So glad it helped you! Thanks for the comment.

  • @3dcadtutorials610
    @3dcadtutorials610 Před 4 lety

    Thanks for that! I had similar issues before to those at 7:45, and I tried to 'fix' them by adjusting the setting. I've never thought to solve the issue by adding a few edges.

  • @TheSkunkyMonk
    @TheSkunkyMonk Před 2 lety

    Watched a few now, only come to find out about lattices, but left knowing so many keyboard shortcuts and other useful tricks :D Thank you for some very clear and well explained tutorials!

  • @UdjinUdjin
    @UdjinUdjin Před 3 lety +1

    This is exactly what I’m looking for ! Thank you so much for your explanations 👍🏻👍🏻👍🏻👍🏻

  • @davidboland5344
    @davidboland5344 Před 2 lety +2

    Love your tutorials. Such a great way to learn Blender! Curious if you could also do a tutorial expanding on this one where you fix artifacts on curved surfaces such as when you use a boolean through a sphere.

  • @KonnerJohnson
    @KonnerJohnson Před 4 lety

    I've been doing blender for 5 years and NEVER KNEW THIS? Thank you so much man!

  • @JacobKinsley
    @JacobKinsley Před 4 lety +256

    Cad software be like "just flatten the normals it's fine"

    • @meowbyte5655
      @meowbyte5655 Před 3 lety +20

      cad software...heh more like chad software

    • @SUBtrauma
      @SUBtrauma Před 3 lety +3

      @@meowbyte5655 ZIIIING

    • @Nebulous6
      @Nebulous6 Před 2 měsíci

      CAD software has its own demons (and only does a fraction of what a full 3D app can do). I've been using CAD software since the late 1980s and still do today. And I use Blender (and will continue to).

  • @akulyk9718
    @akulyk9718 Před 4 lety

    I like how you explain subjects in your tutorials simple and easy to understand and straight to the point, I learned a lot in Blender because of it. Hope you get more subscribers!!

  • @ineverrrun
    @ineverrrun Před 3 lety

    One of the clean and helpful tutorial in the universe. Thanks a ton.

  • @DerDermin8tor
    @DerDermin8tor Před 2 lety

    1000 thanks- I started Blender with some years experience in 2D Graphics and Design, and still scratched my head about some graphics explosions... this one was a fantastic playground example.

  • @Venter000
    @Venter000 Před 4 lety

    Thanks a lot! Your videos help me immensely! I also like the way you explain things, it's so soothing (especially after a long maddening fight with artifacts).

    • @JoshGambrell
      @JoshGambrell  Před 4 lety +1

      Thanks Olga! Yeah artifacts are annoying but I’m happy the video helps out.

  • @md.rabiulalamhridoy7391

    Solved some of the issues i faced earlier. Thanks a lot man... The way you describe is really nice.

  • @MichaelHickman3D
    @MichaelHickman3D Před 4 lety +1

    Finally a great helpful tutorial for beveling and general 101 hard surface modeling.

  • @husbyhogan
    @husbyhogan Před 4 lety

    Great Tutorial. This really helps to understand and solve the issues. Thank you so much.

  • @professordeb
    @professordeb Před 4 lety

    Excellent tutorial and explanation! Thank you!

  • @nicol1960
    @nicol1960 Před 2 lety

    Oh yeah, the weighted normal modifier fixed my issues and saved my weekend! Thx!

  • @BradyJohnston
    @BradyJohnston Před 4 lety +1

    Can't believe I haven't come across your channel yet, great tutorial. Excellent explanations and very well paced!

    • @JoshGambrell
      @JoshGambrell  Před 4 lety

      Thank you Brady! Your comment is much appreciated :)

  • @tomascoppinger8537
    @tomascoppinger8537 Před 3 lety

    Its all about the connections...thank you for the wonderful video...well presented and easy to follow.

  • @rnyt201
    @rnyt201 Před rokem

    Love the quick key mention for a quick review of the wireframe.

  • @cyrilwalter3744
    @cyrilwalter3744 Před 8 měsíci

    God bless You Josh. U are the best blender tutor I have come across. You take You time to explain every detail of ur hard surface modeling. I couldn't believe in less than a week that I started learning Blender using most of ur tutorials I've improved so well. I wish I could attach my work here for u to see

  • @MOUATEZTV
    @MOUATEZTV Před 2 lety

    Bro this is so useful and AMAZING ! I never knew that boolean cuts always need two vertices to connect to ! now that i know it can be really creative solving Booleans in the future thanks to you !

  • @BGStNickBG
    @BGStNickBG Před 5 měsíci

    I cannot find enough words to thank you for the knowledge Josh! Be healthy and smiled!

  • @Toughbeard
    @Toughbeard Před rokem

    Thank you so much. Clear, to the point and actually makes sense.

  • @Omar_Dorrah
    @Omar_Dorrah Před 3 lety

    I watched 2 of your videos and I learnt much more things from them than I learnt from whole tutorials......thanks man

  • @zacsamuel7295
    @zacsamuel7295 Před 3 lety

    Thank you for sharing so much of your experience!

  • @natesodders9932
    @natesodders9932 Před rokem

    So much value in this tutorial, thank you

  • @mrexcuse
    @mrexcuse Před 4 lety

    This tut really helpful for me, thank you so much.

  • @DrDemolition
    @DrDemolition Před rokem

    Quick and straight to the point, god bless!

  • @lukakurdgelia3249
    @lukakurdgelia3249 Před 2 lety

    That really was one of the best tutorials, easy to understand, and filled with a lot of information

  • @hopefulkoala01435
    @hopefulkoala01435 Před 3 lety

    insane how useful and helpful this is, subbed and thank-you

  • @militech-media
    @militech-media Před 2 lety

    Excellent! Thanks for your work!

  • @uzairbukhari99
    @uzairbukhari99 Před 4 lety +2

    I just bought the course and I'm so happy to try it out. Thank you josh, I look forward to buying more epic courses from you!

    • @JoshGambrell
      @JoshGambrell  Před 4 lety +1

      Thank you for the support man! Let me know how you like it, I worked SUPER hard on it :D

    • @uzairbukhari99
      @uzairbukhari99 Před 4 lety

      @@JoshGambrell I like making my own models but I would get stuck when working with subdiv modifiers and then somehow I stumbled upon this. I knew what I had found. Thanks man, I'll be waiting for more courses.

  • @YasinBolat
    @YasinBolat Před 2 lety

    An excellent tutorial to solve my shadow and artifact problems that I have been struggling to understand for a long time.

  • @animeboy93
    @animeboy93 Před 2 lety

    Awesome. Thanks for all the boolean content. It's really opening my eyes on how to fix my cuts.

  • @bryanpivik874
    @bryanpivik874 Před 2 lety

    Best 102 video ever for new 3D printer users trying trying design! All the issues with tinkering with other peoples designs are covered here. The video is like 14 min cheat cheat on using Blender :)
    I have made multiple designs in Blender and successfully printed objects. This video would have saved me hours of research and design struggles in learning. Thank you so much! Hope everyone finds this one.

  • @PotatoMcFry
    @PotatoMcFry Před 3 lety

    This is an amazing tutorial. Thank you!

  • @georgiosrigas8094
    @georgiosrigas8094 Před 2 lety

    Very very helpful . One of the best tutorial. Thank you so much

  • @orcsaid9504
    @orcsaid9504 Před 4 lety

    absolute life saver, thank you so much bro. these vids are great

  • @leonard-teo
    @leonard-teo Před rokem

    Josh, thank you for the video. This really clarifies the issue with artifacts.

  • @2024-f8s
    @2024-f8s Před 3 lety

    Every one of your videos is worth watching, thank you teacher

  • @3.S
    @3.S Před 2 lety

    Even if i use different software it's always helpful to watch your work! Thanks for good ideas!

  • @MasterHatred
    @MasterHatred Před 3 lety

    Great advice and video! Thank you.

  • @devriv8983
    @devriv8983 Před 4 lety

    Thank you for this excellent and very helpful tutorial.

  • @henryvasquez1814
    @henryvasquez1814 Před 4 lety

    One of the best video I’ve seen so far! Thank you so much it does help a lot

  • @mikeohc
    @mikeohc Před 2 lety

    I learned so much than just fixing artifacts here. Thank you!

  • @pergula
    @pergula Před 3 lety

    This is absolutely great tutorial! Thank you Josh! Wish you the best!

  • @mcg3334
    @mcg3334 Před 3 lety

    Great video. Thank you for sharing your knowledge and skills.

  • @mmcganimetic
    @mmcganimetic Před 4 lety

    すごい知りたかったところです!
    Thank you 😆

  • @filthyprimary
    @filthyprimary Před 4 lety

    Extremely helpful. Had no idea about the weighted normal. Cheers!

  • @JonaDVargas
    @JonaDVargas Před 3 lety

    Youre a life saver... great tutorial!

  • @michaelantonio6643
    @michaelantonio6643 Před 2 lety

    Thanks Josh..right in the heart of the problem, used to adjust just the bevel bahaha excellent and practical solutions

  • @DeeBroughton
    @DeeBroughton Před 3 lety

    So helpful! Thank you!

  • @brentpolite
    @brentpolite Před 8 měsíci

    Yo Josh, this was a great video. Very helpful! Thank you for putting this together!

  • @William3DArtist
    @William3DArtist Před 3 lety

    Solid tut man, thank you.

  • @RinLovesYou
    @RinLovesYou Před 4 lety

    I'm pretty sure i was facing this issue in c4d years ago this probably applies there too. Love your videos

  • @Awesomenator
    @Awesomenator Před rokem

    This video is amazing thank you!

  • @buddhasinger
    @buddhasinger Před rokem

    Thank you! Very useful tutorial!

  • @renderadept4764
    @renderadept4764 Před 4 lety

    Amazing presentation!!! So helpful and well organized :)

  • @voodoorampager
    @voodoorampager Před 2 lety

    Awesome and elegant. Thx!

  • @I_am_Spartacus
    @I_am_Spartacus Před 4 lety

    Maaan ... love these videos... so insightful and useful....keep up the good work guys... really appreciate this kinda stuff x

  • @Totorus
    @Totorus Před 2 lety

    Excellent tutorial!!!

  • @not_herobrine3752
    @not_herobrine3752 Před 4 lety +66

    12:34 this artifact actually looks natural in rendered view, like a crack

  • @ganf
    @ganf Před 4 lety

    This was incredibly helpful, thank you :)

  • @nacconotnacho
    @nacconotnacho Před 4 lety

    Wow, this will save me so much frustration. Thank you!

  • @matteodipa
    @matteodipa Před 4 lety +1

    This video is gold! It is exactly what I needed right now!

  • @zubbapmdemeli4684
    @zubbapmdemeli4684 Před rokem

    JUST AMAZING! THANK YOU SO MUCH!

  • @rasicule
    @rasicule Před 2 měsíci

    I have watched a couple of your videos. Insanely good and helpful content. You have my sub.

  • @mikko3d
    @mikko3d Před 4 lety

    Thank you for the clear explanations, this was useful.

  • @quantumfrost9467
    @quantumfrost9467 Před 4 lety

    Very good video, I'm starting to move down to more advanced stuff but there's still la few tiny issues I occasionally have like this. Thank you :D

  • @divdax4286
    @divdax4286 Před 3 lety

    Now i understand i bit more about these artefacts! Thank you!

  • @ManosZafirakis.ShapeMixStudio

    Great tutorial Josh !!!

  • @Psyonic_One
    @Psyonic_One Před 4 lety

    Thanks Josh! I love using boolean mods but never really understood about the whole "connection" thing. This has opened my eyes! You have earned another Sub!

    • @JoshGambrell
      @JoshGambrell  Před 4 lety +1

      Thank you man! Glad to have provided some insight to booleans :)

  • @woolenwoods665
    @woolenwoods665 Před 4 lety

    another informative tutorial! thanks for sharing!

  • @user-yz5bw4dm2d
    @user-yz5bw4dm2d Před 4 lety

    sooper cool tips on fixing artefacts. Thanks.

  • @Constantchangemedia
    @Constantchangemedia Před rokem

    one of the best blender tuts I have ever seen

  • @Shiv_fernando
    @Shiv_fernando Před 3 lety

    Excellent👍🏻this video was very helpful thank you very much 🙏🏼