Parametric Non-Destructive Modeling Practice in Blender (Part 1/2)
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- Äas pĆidĂĄn 19. 06. 2019
- đ„ .blend file available at / chrisp
Part 2: âą Parametric Non-Destruc...
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Note: You need to enable the "Add Mesh Extra Objects" add-on (shipped with Blender) to add a single vertex in edit-mode
or press m to merge all together
thank you
We need more parametric non-destructive modeling tutorials.
i know! ... so much to do, so little time :(
â@@chrisprenn Please Upload more Blender 2.83 modeling tutorials, and a hard surface modeling tutorials series for beginners and Intermediate Individuals would be appreciated, thank you for everything you do â„ïž
ăArtistry Minds Studios
Great tutorial. Non-destructive workflow is growing popular. Please more non-destructive tut . Thanks a lot.
Yes, it got popular again after years of polygonal techniques. When I started with 3ds2 backin the day we only had the lathe modifier no poly modelling or at least no smoothing modifiers. Later polycage modelling became popular, because it gave more control and was simply fun. I still use both teckniques combined.
Mr Chris prenninger i can't thank you enough for this valuable break up video. I learned a lot. I learned from this one video more than i have from watching many other in a whole year ! Most tutorial makers were always starting from a default cube and would show applying modifiers and such on that poor cube only ! I had a hard time grasping the practical application of modifiers earlier. This video taught me very clearly. Please make more and more such videos on real products like this.
this is one of those classic videos where you have a suspicion something can be done in Blender, but watching somebody actually do it is a great help. Thank you
I am watching this for the second time. This technique is revolutionary. So simple yet so powerful. It eliminates so many steps..!
It's not rare that watching a blender tutorial blows my head by how much you can do. This tutorial is one of them. And extremely clear, thank you so much
THX :)
when making the zoom part, i think its easier using an 'array' modifier and a 'simple deform' instead of 'curve' modifier. that's because the simple deform will make the start of the array meet the end of it perfectly without needing to tweak it to match.
your tutorials are pretty crispy
You mean chrispyđ€Ł
@@abdulrameez8015 beat me to it xD
@@danjeyowtub đ€Ł
Always a pleasure to watch your vids, thanks for your work Chris !
Great tutorial, wanted to model some of my lenses for quite some time now so you gave a few good tips to speed up the workflow and re-use some parts.
great video. So much information. This is not a new method, but you explain it so well! your final render is amazing!
I find it sad to read the comments section full of things like "it's mind blowing what you can do in blender", or "I didn't think this was possible in blender". Guys/Girls, this is one of the 3 basic modeling techniques to learn, and it is available in any serious 3D software, like Blender, 3DS Max, Mays, C4D, AutoCAD, etc. It's called "Curves modeling" and is a part of the trio - Nurbs, Curves, Poly.
It's not sad that people find this fascinating, or they are astonished by the power of blender. The sad thing is lack of proper education, a sort of syllabus. Chris has done a brilliant job in this video, he's introduced us to Curves modeling, but there is so much more.
This is one of those pain areas of self-learning where there is no specific guideline on what to learn first. As a thumb rule, learn about curves modeling before jumping into quad modeling.
Anyway, good video Chris. Thank you for sharing it with us đđ»đ
Thanks for this. Great tutorial. Not always easy to know all the right techniques to use to gain the non-destructive modeling. Definitely learned a lot of useful techniques and tips.
Thank you for the really interesting tutorial. I have picked up a good deal of new techniques from this.
11:25 is fire!! Amazing tip. Soo simple, but I never understood it before. Thank you so much!
i am amazed at what you can get while just "screwing" around!
Great Tutorial! You might want to try the 'Fit Curve' Fit Type in the Array Modifier to avoid guessing how many instances need to be placed in the circle.
Amazing! Thank you for your time and all efforts!
Yes, I can confirm, I learnt something new today :-) Thank you very much for this tutorial! It took me a while, though, to realize that I had to activate some add-on to be able to add a single vertex to an empty plane - "my" add context menu didn't show the corresponding menu item in the beginning, but in your video I could clearly see them. Finally, after some thinking and head-scratching, I found this hint to the add-on in the Blender manual when searching for "add single vertex".
Very cool. Fascinating approach. Also, I own that exact lens. I'll always think of this video when I use it (which is almost daily). Great lens, BTW.
Very good tutorial ! It's like revelation for me. It's great for time saving. Thank you for sharing that info with us !
Thanks for Your very clear and concise tutorial of this "procedure"
just watched your video for 9 mins and I got very impressed. simple and very creative tutorial
Thanks a lot for showing this, as someone aiming to start using Blender in a professional setting, this is tutorial is great. Can draw many parallels with 3dsmax already.
Very cool tutorial !! Learned a lot. Thanx for sharing.
Very good stuff. I'd been watching about non destructive but nothing has made it this clear. (I'd been watching the Nitrox 3D workflow which is similarly awesome). Can't wait to watch the whole series!
I had several words to express how I feel about this tutorial, but I chose one: fascinating.
Thx â„ïž
i usually try to avoid long videos, but this one was pretty straight forward and explained well.
THX :)
Fantastic video, my skill level was perfect for this, I learned a ton of new things. TY!
When you asked i didn't expect so soon a response! Thanks so much for the lovely content Chris
bro ndeipi
amazing tutorial! so helpful and entertaining
thanks for the upload! helped me a lot.
Genius!
Thx đ
so glad I stumbled on this. One of my first models was of a lens (the 70-200) and I can see already how I made it a lot of extra work, by not using modifiers enough. Like using 'checker deselect' and trying to extrude the 'ribs' on the focus ring, instead of modelling 1 rib and using an array. Very nice tutorial.
edit: if you modelled the internal lenses precisely, does that mean you can look through the lens in a scene and see a zoomed-in view of the objects it's facing?
Thanks Chris for sharing, liked and subscribed!
Excellent ! Thank you
Wow, amazing video. Thank you very very much!!
wow! this helps me so much! thank you.
wow that was an amazing 40 minutes ,thanks !
indeed awesome great details
very clear, and easy to understand. yey you get a new subscriber: D
cool work
Im new to Blender (spent the last month trying to grasp the workflow and tools) and many times Ive thought of giving up; but watching the amazing results you achieve and better yet, your sharing step by step of the process, I decided it's worth keeping up with Blender all the way in, thank u very much!
Keep going. I bet you know more than you think you do if you're picking this up.
Awesome tutorial, thank you.
Thank you!
The information is systematized and presented in an understandable way. It would be great to see tutorials on modeling various technical devices. Respect from Russia.
Thanks a lot for the tutorial - I enjoyed learning your tricks. A few notes you or your viewers might find useful:
1. While vertex groups give you maximum control over a Bevel mod (as you demonstrated while creating the main shape of the lens), itâs often easier to use the modifier in the Vertices Only mode and adjust the Mean Bevel Weight of individual vertices (in the n-menu), thus, applying the same Bevel mod to the different vertices to a differing degree.
2. You can use the Screw modifier as a sort of improvised âextrude modifierâ: if you set the appropriate axis and the angle to 0, then the Screw parameter extrudes whatever you have in a linear fashion (instead of twisting, as the Screw mod is normally used). For instance, you can extrude a single edge into a plane in this way. This allows you to create complex surfaces retaining a lot of control and editability. (For example, I modeled the rubber ridges not as you did, but my mocking up a general shape (depth) of one ridge by extruding a single vert, then beveling the result with a Bevel mod in the Vertices Only mode, extruding it with a Screw mod, then making an array out of it, then solidifying it, then bending it (see 3.)).
3. A simpler way to bend an array into a circle is to use a Simple Deform modifier and its Bend option.
I'm looking forward to part 2. Thanks again.
I would love to see a video of your technique if you wouldnt mind. Also, he relaseed part 2 the same day as this part 1! Here you go czcams.com/video/YclX1A9bkEE/video.html
Hey I'm trying to figure out how to do point one here. I set the bevel weight of a single vertex in edit mode. However nothing happens. It will only show me a result when I switch to vertex mode (insetad of edge) which makes sense since I'm just selecting a vertex. But this just gives each vertex a bevel which is not what I want. The only way to get it to work now is to add a vertex to a vertex group as shown in the video. It would be so much easier if we were able to set the weight of a vert and it would translate over to that full edge bevel while keeping the screw modifier there.
@@benjaminvos3365 Not sure I understood what you're trying to do and what is the problem but my guess is this. You need to switch the modifier (in the modifier options pane) to vertices, and change the Limit Method from 'Angle' (the default one) to 'Weight' (the same, in the modifier options pane). Then the modifier will affect only the vertices with the bevel weight above 0. Hope this helps.
@@dommafia Sorry, I missed your comment. I don't make tutorials but I remember that Chris made a video exploring pretty much the same technique I described in my comment afterwards. I failed to find it now (maybe he deleted it) but I myself learned it from Chipp Walters's tutorials or his course on parametric design in Blender (called NITROX3D) available on Blender Market.
But let me say to both of you that all these techniques are already obsolete. All the workflow is (still does no harm to understand the modifiers, though). Now, if you want to do parametric design in Blender, you should learn geometry nodes. They're the future. And it's better to start now, before they get too dauntingly complicated. The best channels I know covering it are Erindale and Default Cube here on YT.
Amazing video, thank you very much !
16:35 And, we can also use bevel weights for each individual vertices instead of multiple bevel modifiers (which, if we want to edit any one vertex, we would have to look around for that specific modifier which controls that vertex).
Excellent work! đ€đ»đđ
Thank you! âșïž
Thank you i learned so much reaaly well done and explained
THANKS! GREAT VIDEO.
Amazing! Great tutorial.
Thx
This is really great
Basically trying to CAD in blender
This was my first thought. I see huge parallels between this workflow and using Autodesk Fusion 360 :D
yes, cool but horrible workflow compared to CAD
Beautiful
Definitely I learned something. . Thank you so much đ
One of the best tut for blender! I don't understand make hole in curved surface
Very good, will be checking out your site, thanx
Oh my god this is so useful, thank you so much.
Thanks a lot, good tutorial!
I don't understand why this isn't a more popular way of modeling in Blender
Good question, in fact I asked an almost similar question while studying modeling techniques at college. My professor explained things with a unique analogy, he compared modeling techniques to cooking techniques. In his words "you can cook a pizza on stove, in an electric oven, in a gas oven, or in a traditional stone oven. The texture, speed, taste and quality of your pizza will vary, and different styles will have different level of comfort for you. Similarly you can model an object using any technique, it all depends on how comfortable you are with the application and how quickly you can deliver".
Different modeling techniques can be used for different modeling processes. Hard surface modeling depend heavily on booleans and bevels, while character modeling can utilise a combination of Sub-D, Boolean and Bevels, Sculpting etc.
This process of modeling falls under "Curves modeling", and usually is a branch taught before quad/poly modeling to introduce the challenges, pros and cons, and different modifiers to the student. After the students have familiarised themselves with different modifiers, learnt how to use and manage modifier stacks, we move to quad/poly modeling techniques.
There are no specific rules to model an object or character in a 3D software. It's all about understanding the workflow, and easy management of the pipeline. Our final goal is to deliver on time, a perfectly usable geometry so that the texturing artists can do their job with ease (considering you specifically focus on modeling only). In case you are the modeling, texturing, lighting and rendering artist, all in one, then the goal changes to easing up the workflow, and to increase speed utilising different techniques to model an object without bad geometry.
@@Mythos27 Thanks for the info (:
the sharp edges along the cylinder around 3:25 are there because you selected both edge loops and it selected the edges made between the points from those two edge loops as well, if you set the crease for each edge loop separately you get what you look for
Thank you!
nice tutorial, thank you!
Hello Chris, PERFECT THICKNESS AND DIFFERENT COLORS ON ANY OBJECT, To get a perfect dynamic thickness copy the outside shape of the object, Then move the copy on the X axis, Then select each vertex from Left to Right, Select 4 vertex and press F to create a face, Do THIS for the rest of the object, With this you have the object with thickness and faces, Then you can manipulate it as you need it... Thank you fort the GREAT tutorials.
As a photographer and 3d artist... this is amazing!
Thx âșïž
my favorite lens :)
so good! Just subbed
Awesome tutorial, never knew this form of modelling exist. Makes me wanna model a camera too hahaha. Thanks for sharing your knowledge Sir.
go ahead and share your result please!
sir sir sir sir sir sir sir sir sir you're probably the best blender user i've ever followed so far when it comes to modelling you rely on intelligence and practicality to do everything with and i quote as little time as possible and i can't even express how much this video has helped me so THANK YOUUU and please the more you can upload on this subject the better
Thx! âșïž
excelent job. so many times i fond people doing tutorials let their accent slide too much (i would be a fool to claim my own aussie accent isn't prominet at times :P). However, despite the obvious accent, within the first 2 mins of the video i can tell that you are clear with your words far more so than others ive seen. normally i struggle to understand everything being said in unfamiliar accents but here that is NOT the case.
As for the tutorial itself, i look forward to watching it as despite years of experience with blender i do struggle a but at "non destructive" and organic modeling. Hope this helps shed some light on at least one of those for me :D
amazing video. i am impressed...
Love your videos, This just blew my mind....
Thx!
That 's really good
great, thank you!
This blew my mind
Such an old video but still very popular đ
Fantastic tutorial. I learned a lot. Cheers.
thx man!
great tutorial. Thanks !
:)
wow factor + technical observation + gratitude words = procedural comment
This is a very pleasant and time saving workflow in creating technical high symmetry objects. Generally I like non destructive workflows very much and I wish this would be better supported also by image editing programs like Gimp. Thank you very much!
In Photoshop at least you can do a lot non-destructively with adjustment layers with masks. You can change or re-order adjustments any time you like and change where they apply by changing the mask. I've missed this workflow a lot in other tools. For photo editing as a subset of image editing, non-destructive editing is luckily the norm with tools like darktable.
Perfect tutorial like đ
that was really cool
thx :)
i cant barely use blender, yet this informative workflow do best for introduction how to modeling in blender, except the fast command
Well, i can't name a more usefull blender tutorial on youtube than this.
THX! Please share :))
For the quicker way to get a vertex, just press Alt+M in Edit Mode and then merge all of the vertices to "At Center".
yes, there are many ways to do things ;)
Thank u, will be back again.
Ask, and you shall receive. Thanks, Chris!
Amazing!!!!!!
thank you!
Thank you.
Great! thx :)
Respect the modifier!
Wow this is honestly amazing... Maybe blender is actually usable even for CAD design? I have to investigate further (I'm used to freecad and how it works...). Considering all the other features blender has, using it also for technical/parametric modeling would be awesome.
Thank you so much for this tutorial.
This parametric method reminds me of the loop extrusion in solidworks. I wonder if it coult be possible to teach the program to treat the objects as physical objects, such it is in solidworks. In that way you could immediately get the interaction between them and maybe feed it to production
I've tried to recreate this with the techniques that I know and what I did was less efficient than yours.
At 23:22 you used curve, but I used simple deform modifier there which bends at 360 degrees on Z axis.
Another way could be to move the Array Object to its position in Edit Mode (the origin needs to be at 0, 0, 0), then add an empty, and in the array modfier turn of "Relative Offset" and turn on "Object Offset" and select the empty.
Then if you have e.g. an array count of 130 you select your empty, and in the 'N' side bar menu go to the rotate z axis and type in 360/130 and et voila you have a perfect closed ring of your 130 objects..,
It's a bit math.., if you have just 25 then you type in 360/25.. and so on. ^^
I should try it, but couldn't you have used a mirror mod on the focus ring(s) so you just had to make one half. You could apply a mirror after curving it around the lens?
I always thought modifiers are destructive because i used to apply right after adding a modifier.
You can be very proud of your work! I would like to learn Blender but is hard to migrate from CADs like SolidWorks, FUSION360, etc.... to Blender as we don`t have control of, even, zoom, especially is very hard to measure things precisely
There's a great shortcut that makes the extrude workflow (at about 6:05) much faster! Ctrl-Right-Click to "Extrude to Cursor"
Its called "Nurbs Modelling" in Maya and since I came from Maya I was always confused why blender people always used mesh/poly geometry to model everything. Of cause you cant compare Maya's overwhelming Nurbs Toolset to blender but I really hope this will make some progress as well as blenders particle node system. For my simple 3D task I already left Maya for Blender :)
whenever I see a complex object, I always wonder how would the people who made blender model that. Now I guess they'll do the way you did.