The Trick that will Make Your 3D Models 10X Better!

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  • čas přidán 20. 07. 2024
  • The first 500 people to use my link will get a 1 month free trial of Skillshare skl.sh/kaizentutorials06241
    There's a technique to getting good looking 3D models in Blender. It might seem obvious, but knowing how to use bevels, how they work and what your options are is powerful knowledge that will help improve your 3D skills. In this video you'll learn all about the Power of Bevels in Blender.
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    Chapters:
    00:00 Intro
    00:35 Why we use Bevels in 3D software
    01:41 The Bevel Modifier in Blender
    05:36 Bevel Setting to do it Right
    09:27 A Practical Example to using Bevels
    ----------------------------------------------------------------------------------------
    🎶 Music:
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    If you're reading this you should go back up and subscribe!

Komentáře • 125

  • @KaizenTutorials
    @KaizenTutorials  Před 15 dny +6

    Want to learn Blender, for example for Filmmaking? Check out Skillshare now through my link and get 1 month FREE! Skillshare skl.sh/kaizentutorials06241

  • @kerhabplays
    @kerhabplays Před 15 dny +105

    I love edging in blender

  • @YBlender
    @YBlender Před 10 dny +15

    Not sure if it was talked about but make sure to apply your objects scale before bevelling.

  • @Bwaptz
    @Bwaptz Před 15 dny +48

    Why am I watching a whole video about beveling? And why is it actually interesting? 😂

    • @KaizenTutorials
      @KaizenTutorials  Před 15 dny +14

      I guess… it keeps you on edge 😏

    • @MomoTempest6
      @MomoTempest6 Před 15 dny +2

      ​@@KaizenTutorials 😮😮😮😮😮😮😮😮

    • @NotSoMuchFrankly
      @NotSoMuchFrankly Před 15 dny +4

      @@KaizenTutorials Ouch! That was sharp.

    • @Alexgudmusic
      @Alexgudmusic Před 15 dny +4

      @@NotSoMuchFranklyit was beveled

    • @Cts_ville
      @Cts_ville Před 14 dny +2

      ​@@KaizenTutorials😂😂😂I see what you did there

  • @NotTheDarkLord_
    @NotTheDarkLord_ Před 5 dny +3

    Don't forget about the bevel node in the shader! It's really useful when you have far away stuff and don't want to add any geometry at all!
    I like to use it for wall corners. Gets rid of those sharp unrealistic junctions. And for more detailed models, you can even add noise/dirty details to the node to make it even more realistic.
    Great video!

  • @IamSH1VA
    @IamSH1VA Před 15 dny +21

    *"The Power of Bevel compels You"* ...... everytime

    • @Tomy_Yon
      @Tomy_Yon Před 15 dny +1

      That's funny because in Dutch 'bevel' means 'to force or obligate'. 😊

  • @MrRuumi1
    @MrRuumi1 Před 15 dny +16

    You can use bevel weights with bevel modifiers in order to controll each edge individually for non-destructive modeling. So yeah I'm stikcing to my beloved bevel modifier

    • @KaizenTutorials
      @KaizenTutorials  Před 15 dny +4

      Yeah you can! Its just a lot less flexible imo.

    • @MrRuumi1
      @MrRuumi1 Před 15 dny

      @@KaizenTutorials Still thank you for the video! I see benefits of both teachniques, they are each unique in their own way :)

    • @pablitopdf2338
      @pablitopdf2338 Před 11 dny

      @@KaizenTutorials cap! You can go back whenever you want

    • @rbettsx
      @rbettsx Před 11 dny +1

      ​@@KaizenTutorialsGN assigned vertex groups have made the modifier much more flexible already. And we can look forward to the modifier accepting edge attributes.

    • @frenklemperd4969
      @frenklemperd4969 Před 8 dny +1

      can you do both? for example using a bevel modifier and beveling some edges with ctrl + b does that even work?

  • @1coquo622
    @1coquo622 Před 4 dny +2

    Personally I sometimes use the percentage bevel to increase the polygon number of a part of an object. For example an oval of only 8 sides, just put the bevel as a percentage to have more polygons (don't forget to merge by distance after the bevel). Also practical for going from a low poly to a high poly in a video game

  • @rbettsx
    @rbettsx Před 11 dny +4

    I think it's important to mentally distinguish 'form' bevels (for shape) from 'detail' bevels (for light response), and handle them separately. For convincing normals at corners, detail bevels should have an even number of segments.

  • @Tktmonreufj_suisincognito

    I'm not a professional modeler, and I'm still learning blender, but I often bevel things and sometimes I do change the width type to percent, mainly for more precision or simply because it produces a different result that I prefer over the default type.

  • @にぱー
    @にぱー Před dnem +1

    7:30 Face strength is used for the Weighted Normals modifier.
    Stronger faces will maintain their flat appearance when adjacent to the weaker faces(which will look smoothed out)
    Like in this case at 8:53
    Even despite the weighted normals modifier, the sides still aren't looking perfectly flat. They look slightly bumped out when you look at proper angle.
    To fix this, just make the big faces have Strong face strength and the beveled edges have Weak.
    (And enable usage of Face strength in the Weighted normals modifier).
    The difference is subtle but makes it better.

  • @KabeeshS
    @KabeeshS Před 5 dny +1

    The quality of this video is like I'm watching a movie itself. Thank you so much.

  • @Argodux
    @Argodux Před 3 dny +1

    I’m really interested in how you made the plasticky texture in the final render, like the orange of the light coming through as if it’s somewhat transparent like if you put a light behind your thumb

  • @gurratell7326
    @gurratell7326 Před 14 dny +4

    Bevel is king! Too bad Blenders bevel has been bugged for years now, messing up the UV and any edge data quite severely and they won't fix it for some unknown reason. I guess they're waiting for bevel v2 that's supposed to come to geo nodes, but that one have been postponed for a year or so now as well. Love that Blender is free and open source, but sometimes it has it's prices..

  • @DeMoNELectro
    @DeMoNELectro Před 3 dny +1

    i expected nothing and i'm happy now

  • @awesomefm7866
    @awesomefm7866 Před 14 dny +2

    the messi looks great 😁😁😁

  • @athosarcuri
    @athosarcuri Před 15 dny +1

    truer words were never spoken!🙌🏼

  • @VitalCGofficial
    @VitalCGofficial Před 13 dny +3

    Actually I am enjoying 12 min video just for bevel modifier damn:😂

  • @Nickcreations.i
    @Nickcreations.i Před 13 dny +1

    Woah learned a lot of new things from this great video, I hope you kaizen will soon reach 200K

  • @WhenTheUhh
    @WhenTheUhh Před 15 dny +6

    You can also achieve different bevel widths non-destructively by using the 'Weight' Limit Method instead of 'Angle' inside the Bevel modifier, giving you the option to manually set bevel weights per edge.

    • @KaizenTutorials
      @KaizenTutorials  Před 15 dny +2

      Yep as I said in the video. Its just a lot less flexible than manual bevels.

    • @WhenTheUhh
      @WhenTheUhh Před 15 dny

      @@KaizenTutorials Oh shoot, I must have completely zoned out, now I see, mb. Banger video as always then

    • @AzraelArt
      @AzraelArt Před 5 dny +1

      @@KaizenTutorials but also a lot more destructive, which is a no go in a modern production setting

  • @huefey
    @huefey Před 9 dny +1

    very rarely I'll use the percentage profile due to the specific model not going as extreme ith the default (might've just done something wrong but I haven't had that problem in a while)

  • @theftking
    @theftking Před 15 dny +2

    Bevels are sick

  • @jamesriley5057
    @jamesriley5057 Před 15 dny +2

    Select sharp edges?! Awesome thanks

  • @Gazing-09
    @Gazing-09 Před 15 dny +1

    I wonder how it would look with thr subdivided modifier. Imma give it a try tonight!

  • @spartan22550
    @spartan22550 Před 15 dny +2

    in max there is an "alternative" to bevel workflow, you can put weight on edges, it work well becaue you can add edit poly modifier after that and still change value of weights before subdiv. That's something i miss switching to blender.

    • @KaizenTutorials
      @KaizenTutorials  Před 12 dny

      Isn't that similar to using the modifier with the weight type instead of angle?

    • @Benn25
      @Benn25 Před 12 dny +1

      @@spartan22550 no no, you totally can do exactly that in blender, and is is extremely flexible and powerful.... and non destructive.
      you just have to make vertex groups, then apply your bevel modifiers to the group you want. you even can make several different bevel shapes by using different modifiers in the stack. It is very powerful, and deserve a place in this video.

    • @Benn25
      @Benn25 Před 12 dny

      @@spartan22550 no no, you totally can do exactly that in blender, and is is extremely flexible and powerful.... and non destructive.
      you just have to make vertex groups, then apply your bevel modifiers to the group you want. you even can make several different bevel shapes by using different modifiers in the stack. It is very powerful, and deserve a place in this video.

  • @noturne54
    @noturne54 Před dnem

    10:01 You always can use more than one bevel modifier with the limit method on weight and mark them if you really want a non-destructive workflow, but with a simple model like this I would go destructive with no problems.

  • @jo_kil9753
    @jo_kil9753 Před 15 dny +1

    You can also bevel on a material level, this is great for adding bevels to very sharp edges without adding any polygons.

  • @Alex-jf1bf
    @Alex-jf1bf Před 15 dny +2

    Back with another W

  • @taridean
    @taridean Před 7 dny +1

    We just call Bevels "Fillets" in NURBS 3D modelling. It gets even more fun when you start playing around with G1, G2, G3 curvature etc especially in Autodesk Alias and Rhino 3D. 😄

    • @KaizenTutorials
      @KaizenTutorials  Před 6 dny

      Fillets in CAD software packages is so satisfying usually!

  • @race_
    @race_ Před 15 dny +1

    I work at Blenderbottle! Thanks for the spotlight 😂

  • @f1_enjoyer
    @f1_enjoyer Před 5 dny +1

    7:40 i'm not getting the apply preset option after doing that does anybody know why? nvm i just forgot to add segments

  • @Medium_Rudi
    @Medium_Rudi Před 14 dny +1

    New pronunciation for chamfer just dropped!

    • @KaizenTutorials
      @KaizenTutorials  Před 13 dny +1

      Haha whats the right way then? Im not a native speaker obviously

  • @motionelmer
    @motionelmer Před 15 dny +1

    Top notch again

  • @johnpekkala6941
    @johnpekkala6941 Před 15 dny +1

    I always use manual beveling over the modifier one cause then I have control over what edges are actually beveled as I rarley want all edges of an object beveled but just some of them. For ex the edge where 2 parts join together I mostly dont want beveled as that could look strange because the meeting edges would then curve inward and thus look like a cutout in the joint.

    • @rbettsx
      @rbettsx Před 11 dny

      Unless you're printing or somesuch, separate parts are better modelled *as* separate parts. In this video, for example, the window frame should have been disconnected from the glass panes in the first place.

  • @TheTattorack
    @TheTattorack Před 7 dny +2

    How do you solve the ngons that get created from beveling?
    At 10:52 you created an ngon near the back of the model.

    • @KaizenTutorials
      @KaizenTutorials  Před 6 dny

      Ngons aren't always a bad thing. If they appear on places which are flat/relatively flat and don't need to deform for animation it's not a problem usually.

    • @TheTattorack
      @TheTattorack Před 6 dny

      @@KaizenTutorials
      You still get issues with the normals on flat surfaces, especially if the ngon is not a "nice" shape. These kinds of issues present themselves as weird "wobbles", especially noticeable on more reflective surfaces.
      Ngons also confuse the UV unwrap, often causing odd stretching and general wonkiness in UV islands.
      Personally I'd want to completely avoid ngons.

  • @pi198273
    @pi198273 Před 15 dny +1

    Very good video :)

  • @gottagowork
    @gottagowork Před 12 dny +1

    One of the things that "annoy" me when looking at hard surface modelers, is the complete lack of consideration to production. A cube with a cylinder on it? Unless creating actual welds, the bevel would always go the opposite way in real life; a chamfer to guide the insertion of the cylindrical piece. "Outside bevel" everything may cause better highlight catching, but it sure isn't "realistic" from a production (of the piece) standpoint. Also don't forget about the 0.75 superellipse, it creates a much better curvature comb, a smoother transition from flat to curve.
    I also often end up with shading artefacts; across long polygons due trying to keep things low poly for efficiency, or inability to keep faces flat (no smoothing) that should appear flat. I have come to love the bevel node; it does a good enough job for distant objects (all of my objects are distant - enough - anyway), and you get to add noise to it (like after a deburr operation) with no additional geometry whatsoever. I really wish the bevel operator/modifier had the option to create the last segment tangent to where it connects to. More geometry, but cause no further issues.
    Note that bevels in a polygon modeler will always be extremely rudimentary compared to what you can achieve in i.e. Solidworks surface modelling.

    • @KaizenTutorials
      @KaizenTutorials  Před 10 dny

      You're right. If we're talking production using Blender in general isn't the best idea. CAD softwares likes Solidworks are way more suitable for that.

    • @gottagowork
      @gottagowork Před 10 dny

      ​@@KaizenTutorials I don't mean strictly about creating for fabrication and documentation purposes, but the idea of creating production plausible models for 3D rendering. Especially as far as metal machining goes. Sheet metal have some considerations, milling and lathing others, whereas plastic molding has yet other considerations. We already try to accomplish plausible materials, so why not objects?

  • @ParagonAnimationsStudio
    @ParagonAnimationsStudio Před 15 dny +2

    What happens if you don’t like the bevel later.

    • @KaizenTutorials
      @KaizenTutorials  Před 15 dny

      Thats an issue yeah, using the modifier initially can help visualize and then do the manual bevel later on.

    • @johnpekkala6941
      @johnpekkala6941 Před 15 dny

      Like how I learned just today when i wanted to remove a bevel at the bottom end of a table leg. You mark all faces of the bevel and then select Dissolve faces in the delete menu and it will be removed.

  • @ApurvaKashyap-kj6qz
    @ApurvaKashyap-kj6qz Před 11 hodinami

    Konnichiwa ! yashashi tutorial ❤,, Arigato ❤

  • @IFMstudio
    @IFMstudio Před 11 dny +2

    "Because nothing in real life is 100% sharp"

  • @Quantumgiant1
    @Quantumgiant1 Před dnem

    How do you define "alt-right"?

  • @Benn25
    @Benn25 Před 15 dny +2

    destructive modelling is dangerous. We should try to avoid it as much as possible. The last method you didn't showcase in this video is the vertex group applied to the bevel modifier. this is extremely powerful, and very flexible. plus it is non destructive and fully procedural. the best of both worlds.

    • @jo_kil9753
      @jo_kil9753 Před 15 dny

      why would it be dangerous?

    • @Benn25
      @Benn25 Před 14 dny

      @@jo_kil9753 dangerous because you cannot go back easily. you need several backups along the way, and it is a pain to manage, plus you will have to redo everything else when starting again from an outdated backup. working procedurally should be the very first priority in any workflow (true in any software! and not only 3D), whenever it is possible, this is far more flexible, and easy to correct.

    • @Blaxpoon
      @Blaxpoon Před 13 dny +2

      Manual bevels can't hurt you, but they can make you lose a lot of time as they are destructive. That means if you do some bevels, continue working on your model and change your mind, removing said bevels is a pain in the ass

    • @KaizenTutorials
      @KaizenTutorials  Před 12 dny

      Well yeah. You can always use a bevel modifier to preview stuff. But once you're set, manual bevels just look inherently better and more real. Plus this is also why I say use bevels with 2/4/6 segments, since removing these is a LOT easier to do than using uneven amounts.

    • @Benn25
      @Benn25 Před 12 dny +2

      @@KaizenTutorials I came from a CAD background, so the idea of modeling something you cannot undo with one clic is enough to give me goosebumps. furthermore, the fact that even with the possibility to do it very accurately and precisely in a procedural manner (vertex groups), some will still prefer to do it destructively is totally crazy to me. Now, it's ME with my personal background, and also if what you said last is correct (applying it manually look better and more real), yeah it worth the shot.... but I will probably still not do it destructively 90% of the time. (I said 90%, because when you work with converted cad data, sometimes you don't have the choice).
      again, it's only me, but I think that "avoid working destructively as much as possible and do it procedurally whenever possible"is a VERY good rule to live by.

  • @wadewatts4177
    @wadewatts4177 Před 6 dny +1

    Hello, I have been in 3D slightly more than 2 years, but I can't find a job or anything can bring some money, any advices?

    • @KaizenTutorials
      @KaizenTutorials  Před 6 dny +1

      Hmm yeah there's quite a bit of competition. I'd say; 1st try getting as good as possible at whatever you want to do with 3D. Then work on a portfolio and presenting yourself in a professional manner. With that in hand finding work should be possible for sure!

  • @user-nj1bh6rj7q
    @user-nj1bh6rj7q Před 14 dny +1

    Tumbnail be like:
    Beginner: Cool black backround but bad angle
    Pro: Orange background goes almost absolute white in the centre, the model looks like it`s unevenly cut in photoshop, 800x600 resolution, but camera angle is goood.
    No offense, I just have my own quirks
    Also thank you for explaining more about bevels. Never knew that it was possible to control bevel modifier with weights

  • @phyothu8550
    @phyothu8550 Před 2 dny +1

    hi bro, I want to ask you. I don't know middle mouse.Can you answer me please where the middle mouse is.

    • @KaizenTutorials
      @KaizenTutorials  Před 2 dny +1

      For most mouses this would be clicking on your scroll wheel.

    • @phyothu8550
      @phyothu8550 Před 2 dny

      @@KaizenTutorials thanks bro💪

  • @kerhabplays
    @kerhabplays Před 15 dny +2

    6:00 Not Messi bruh😭

  • @abdumajid_27
    @abdumajid_27 Před 15 dny +1

    What kind of laptop do you recommend for beginners and is MacBook m1 pro enough for learn modeling?

    • @KaizenTutorials
      @KaizenTutorials  Před 12 dny

      Yep! Any laptop that can run Blender is good enough to begin with.

    • @btn237
      @btn237 Před 9 dny

      The M1 MacBooks are extremely good for Blender, quite overpowered really (I was using Blender on a 2010s era MacBook Pro Intel for a few years).
      For strictly modelling, the hardware requirements are quite low.

  • @Trad0r
    @Trad0r Před 14 dny +1

    i guess i gotta go bevel everything now...

  • @Dapps254
    @Dapps254 Před 15 dny +4

    First to like, comment and then watch

  • @s1gma9000
    @s1gma9000 Před 15 dny +1

    1:08 When you are too passionate about 3D... you may miss some English lessons. 😆

  • @artie92_
    @artie92_ Před 15 dny +1

    Really interesting! But... for real- Does someone know what the F- Face Strength does? 😂

  • @artique9690
    @artique9690 Před 2 dny

    Same

  • @BeveledCube
    @BeveledCube Před 3 dny +1

    sup im here

  • @Hass206
    @Hass206 Před 15 dny

    Hey can u make an video on how to create sky because in CZcams non videos show how actually create custom sky in blender they show use image or use sky texture node or addons that not good ,can u make an video? It will be helpful for me,but seems like you I'll ignore my message

    • @KaizenTutorials
      @KaizenTutorials  Před 12 dny

      I'm probably not doing another video on skies, but I have a video on how to do a day and night cycle in Blender. Maybe that's useful.

  • @asln1122
    @asln1122 Před 15 dny

    aha seems someone changed video editor☺

  • @MrPuzzoncello
    @MrPuzzoncello Před 11 dny +1

    That was very interesting! The more I study 3D modeling and architecture (as an amateur at both), the more I realize we do not observe stuff at all
    Who would've thought there were so many different bevels on such a simple item as a drinking cup lid?

    • @KaizenTutorials
      @KaizenTutorials  Před 10 dny

      Thanks! Yeah real life objects are far more complex than they seem. Once you try recreating them in 3D you really start appreciating shapes and finishings on actual objects!

  • @bkun43
    @bkun43 Před 15 dny +2

    :D

  • @thesumitsharma6760
    @thesumitsharma6760 Před 9 dny

    Sir please provide me your blender full course in Hindi language please sir…

  • @thesumitsharma6760
    @thesumitsharma6760 Před 9 dny

    Sir i am big fan your projects i request please your videos post to be in Hindi language please sir.please sir..

    • @KaizenTutorials
      @KaizenTutorials  Před 6 dny

      If and when YT allows multi-language uploads I'll be sure to include Hindi as one!