Gothic Arches in Blender - The best method

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  • čas přidán 3. 07. 2024
  • This was a great request into how to make arches at a specific width, which seems a very sensible question. I wanted to cover how to go this following a couple of methods as they can be useful for other things and they allow for some fun manipulation tricks of scale and the origin/cursor which make life easier when you are happy with the methodology.
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Komentáře • 44

  • @IrocZIV
    @IrocZIV Před 10 měsíci +3

    The little tips, like how the order of applying scale makes a difference, are very helpful.

    • @ArtisansofVaul
      @ArtisansofVaul  Před 10 měsíci +1

      Thanks so much man 😁. KDS has a really useful comment (that I didnt know), you can change these after the scaling as well using the mean radius for the vertices in the properties pannel.

  • @ShadawGaming
    @ShadawGaming Před 5 měsíci +1

    Incredible tutorial, well done!

  • @theintrnationlst
    @theintrnationlst Před 10 měsíci +1

    Well done, the little extra along the way are so helpful too. I use Loop tools all the time, but didn't know about Space! Thanks!

    • @ArtisansofVaul
      @ArtisansofVaul  Před 10 měsíci +1

      Thanks man. Space tool is so useful, along with the curve tool. Totally game changers

  • @3dartist31
    @3dartist31 Před 10 měsíci +1

    REALLY NICE TIP SIR THANKS AND I DO APPRECIATE THAT HONESTLY

  • @rjwh67220
    @rjwh67220 Před 10 měsíci +3

    I’m right with you on Canterbury cathedral. What an amazing work of art and engineering! I’ve been wanting to do Chartres in Blender and your arch method looks like it’ll should great for my arches and and buttresses. Thanks for posting.
    PS: subscribed

    • @ArtisansofVaul
      @ArtisansofVaul  Před 10 měsíci +1

      Thanks for the sub 😁 And cheers for taking the time to comment 👍🏻😁

  • @Pads3d
    @Pads3d Před 4 měsíci +2

    Love the little bits of info with what addons you are using. I'm familiar with them myself but if I was watching this as a noob, I would have been totally lost without the little mention of the addons for sure.
    Great technique on both approaches imo and great demo all around. Subscribed mate, keep up the top quality vids :)

    • @ArtisansofVaul
      @ArtisansofVaul  Před 4 měsíci

      Thanks so much Pads. Really appreciate the sub and you taking the time to comment. There was also a follow on video from this one as someone mentioned another idea which was interesting and I hadn't really explored before: czcams.com/video/QQ06H3kGgpk/video.html

  • @paperbea
    @paperbea Před 10 měsíci +1

    I never knew what space did in loops tools, hopfully I can remeber to use next time. thanks.

  • @ronaldbell7429
    @ronaldbell7429 Před 10 měsíci +1

    Very interesting. I would have liked to see you fix the top of the arch on the right :)

    • @ArtisansofVaul
      @ArtisansofVaul  Před 10 měsíci

      That can be done by changing the width of that point if you want to keep it as a curve but best would be "convert to mesh" and then just move the points down a little on the z axis.

  • @moonghostly
    @moonghostly Před 2 měsíci

    I found a way to flatten the edges at the very beginning of the video. We can just hold S+X+0 or S+Y+0. Depending on which axis.

    • @ArtisansofVaul
      @ArtisansofVaul  Před 2 měsíci

      If you're thinking of when I use align that flatten in a chosen direction to the furthest point. What you've suggested will average the position of the two vertices, messing up the bevel that was there.

  • @KDSBestGameDev
    @KDSBestGameDev Před 10 měsíci +3

    While you were scaling the mean radius of the selected vertices of the curve 8:32, you see in the properties panel mean radius. If you set those to 1 it should be fine.

    • @ArtisansofVaul
      @ArtisansofVaul  Před 10 měsíci +2

      Oh excellent. How could I have missed that all this time! I was looking for that in the curve data properties. You're a legend! Thanks man 😁👌

  • @Revenant483
    @Revenant483 Před 10 měsíci +1

    Awesome tutorial and explanation ΛₒV. I have been wondering how one would pull this off. I was thinking of how to create a temple door / window frame and this helps a lot! I like the mirror / spin tool method. It makes the most topographically clean arch. Like you said it all depends on how many steps you want to do to achieve the result, and weather or not you need to edit the result.

    • @ArtisansofVaul
      @ArtisansofVaul  Před 10 měsíci +1

      Exactly. I don't think one method is better than the other but both are worth knowing for sure.

    • @Revenant483
      @Revenant483 Před 10 měsíci +1

      @@ArtisansofVaul Yes you are 100% correct. Thanks again for the knowledge!

  • @EmilySmirleGURPS
    @EmilySmirleGURPS Před 10 měsíci +4

    I think the Screw modifier could be used instead of the Spin tool, giving a nondestructive workflow.

    • @ArtisansofVaul
      @ArtisansofVaul  Před 10 měsíci +2

      Thats quite fun! You'd need to use an empty to perform the screw around but I hadn't thought of that. Great comment! 😁👍

    • @EmilySmirleGURPS
      @EmilySmirleGURPS Před 10 měsíci +2

      Confirmation. And you don't need to change the Origin or rely on the Cursor, which can be handy.
      Create 2 empties - place the first one where you were placing the cursor, place the other at the centre of the arch (where you placed the origin).
      Set up your Screw
      - Angle should be somewhere between around 63 - this way the number of steps you pick will be the number of loops on one side.
      - Screw should be zero meters or it'll go spiraling off into the distance. Fun, but not what we want today.
      - Iterations should be 1, again, we don't need big circles or anything.
      - your Axis probably has to be either X or Y, depending on your use case.
      - Set the Axis object to be the "Cursor" empty
      - Steps gets you your resolution.
      -turn on Merge, double check the distance doesn't clobber distances on your profile object.
      Then you add the Mirror modifier like you set it up, with the addition of setting the Mirror object to be the "Origin" empty.
      If you feel like doing a video on this, go to town.

    • @ArtisansofVaul
      @ArtisansofVaul  Před 10 měsíci +1

      @@EmilySmirleGURPS I agree with the above. I was just playing with it myself. I would probably move the origin (actually Id move the vertices of the plane in edit mode) so that the origin is the centre of the arch but thats just a personal preference. 😁

    • @EmilySmirleGURPS
      @EmilySmirleGURPS Před 10 měsíci +2

      @@ArtisansofVaul Yes, definitely down to preference there.
      Putting the origin in the centre means it's in the logical point for the final object, which is a good practice.
      My logic has to do if you're sharing the mesh data between multiple objects, like to re-use it for multiple different shaped/sized arches/pillars/whatever and have them all update together when I change it, which is probably a bit more niche.

  • @jimmyzimms
    @jimmyzimms Před 10 měsíci +1

    @8:15 chibi arches! 😁

  • @pinilandok
    @pinilandok Před 2 měsíci +1

    how do i then incorporate the arch into a wall and make a hole through it?

    • @ArtisansofVaul
      @ArtisansofVaul  Před 2 měsíci

      For that you'll need to use boolean functions. The difference boolean to make the hole and the union to combine the arch with the wall. For the difference I find the addon boxcutter speeds it up a lot.

    • @pinilandok
      @pinilandok Před 2 měsíci +1

      @@ArtisansofVaul thank you!

  • @roundninja
    @roundninja Před 9 měsíci +1

    Kinda confused how this video still has under 250 likes. There's some good info here

    • @ArtisansofVaul
      @ArtisansofVaul  Před 9 měsíci +1

      😅 Thanks man. I think people just don't click the like button that easy. Or maybe I just have an annoying voice 😉🤣

  • @maniacbanana9431
    @maniacbanana9431 Před 8 měsíci

    is it possible to doa turotial on tecturing them? they technically dont have faces so its a lot more complicated

    • @ArtisansofVaul
      @ArtisansofVaul  Před 8 měsíci

      The version created with a curve can be converted to a mesh to allow for texturing as normal. Just right click, convert to and then select mesh. 👍

  • @Dhieen
    @Dhieen Před 7 měsíci +1

    Now do it with geometry nodes

    • @ArtisansofVaul
      @ArtisansofVaul  Před 7 měsíci

      🤣🤣🤣 That's not the worst to do for the basic shape but I think it would be less efficient as a one off. Adding the details would be annoying.

    • @Dhieen
      @Dhieen Před 7 měsíci

      Oh yeah? Im (re)discovering geo nodes currently and im learning so many cool things, like auto unwrap with the same pixel density for any mesh, curve from vertices with a profile so i can edit it very easily, radial array, thats so cool@@ArtisansofVaul

  • @stefanosiclari
    @stefanosiclari Před 6 měsíci +1

    At 1:34 I already have no idea what the hell are you doing... I have machinetools but no align option whatsoever.

    • @ArtisansofVaul
      @ArtisansofVaul  Před 6 měsíci

      You need to turn it on in the Machine Tools options in the preferences/addon menues

  • @mspeir
    @mspeir Před 10 měsíci +1

    You keep saying "why axis". Don't you mean "yed"? 😁