Blender Secrets - Perfect topology on Curved surfaces using Shrinkwrap and Base Objects

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When modeling a circular object or other non-flat surface, you can add holes and other details using Knife Cut and Loop Tools. But it will usually break the perfect surface smoothness. One solution is to keep a smooth subdivided version of the base shape and use a Shrinkwrap modifier on a more detailed duplicate.

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Honestly this might be the best tutorial channel on youtube.

Bernandez
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Your channel continues to be the fastest way to pick up new thing in Blender. Thanks!

RedHedDes
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I have a feeling that it is possible to create an addon that does that automatically/semi-auto

Eroktic
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So quick! Straight to the point! Fantastic, thanks.

..
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Awesome! Pretty soon, I'll be smart enough to actually apply this to my Blender modeling arsenal!

drinnerd
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wow, nice trick. This has been the bane of my modeling for years.

onjofilms
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I learn so much everyday with these videos, thank you !

LKM__
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I didn't know about invert button in shrinkwrap modifier. Thank you!

eliascgi
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This is a really cool technique. The big drawback of it however is that you are limited to blender, unfortuantely. If you need to export this into any other surface, then you need to collapse the modifier stack to preserve the shading.

Notyourbusinesschap
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You are bringing Amazing techniques every once and a while .. Keep Sharing these lovely stuffs

aymanfatani
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great technique, you can even achieve the same effect with data transfer modifier.

jirimasak
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THIS IS A FING GOLDMINE! no more stashing normals :D

Dina_tankar_mina_ord
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Thank you again - you are one of the most useful channels!
One note: you must keep the same subdiv levels in the base mesh and the edited mesh. Also it seems you cannot apply the Schrinkwrap first after editing is done - it is not the first in the modifier stuck.

MikeMike-wcon
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I learned this trick from the CG master jeep tutorial

roofoofighter
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WOW, this one its perfect for what im doing, thx u

guillermopabag
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This is a bit of a (very late) comment, but if we transfer normals/corner data (data transfer) from an uncut to a cut mesh we can achieve a similar result, no?

laoweiaustin
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Great stuff! But I have some questions. Does this work if I'm using Boolean Modifier to "cut" instead of manually extruding it ? If so, do I have to apply the Boolean mod first ? Is there a way to get the new vertices without applying the Boolean mod ?

EA
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Is there another way to recreate the perfect curved surface without the a second smooth subdivided version?
Currently I am modeling a car and it looks like it has dents in it although I focused on a clean typology with good edgeflow.
I am manually trying to even it out but there must be a way easier, more time efficient way to go about this although I didn't find it yet.
...help...

therealKrak
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I guess this weird texture thing happens because of the messed up UV MAP after the edit in geometry, there is an option in blender that enables us to move geometry around in edit mode without deforming the texture of the mesh

chillegaming
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is it possible to use this with boolean cuts? if so how do you add the new parts to the vertex group?

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