Blender Intermediate Modelling Tutorial - Part 2: Boolean!

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Boolean modelling time :D

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14:55 For those who are using Blender 3.0 or newer versions, constraining the angle is now A instead of C.

Hope this helps.

zeussz
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16:55 To remove doubles easily in Blender 3.3.0, select your mesh with A in edit mode, then M > By Distance.

jessart
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Here is a quick tip if your subdivision surface still looks like a mess:


If you check under your anvil in edit mode, you can see that the bottom face has alot more than 4 vertices, that is what's causing the weirdness. To fix this you go to bottom view(ortho), use your knife tool (k) and make new vertices from the half circle to the edge of the anvil, in that way you are creating 4 vertices faces, and it fixes the issue :) Hope this helped


Like this so people can see it please.

MrImadeU
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For those that are struggling with the Boolean in Blender 2.91 (or higher), the reason your Boolean isn't cutting the base of the anvil or keeping faces is that "Fast" needs to be selected in the Solver option under the Boolean Modifier. By default the Solver option is set to "Exact, " which is what is causing the issue.

Arithen
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It took me three attempts watching this part of the tutorial before I realized I had the bottom face active which was making my subsurf modifier look as if the cleaning of the vertices had not worked at all. On the third try I figured out that maybe that face was being an issue and then looking closely I realized that Guru had no face at the bottom throughout the tutorial and it was empty. I don't know if I did something at the beginning which caused that to remain or maybe my settings are different. Either way, I figured it out, so... Victory!

thevictormanso
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For Blender 2.8, at 16:50, remove doubles is changed to Mesh -> Clean Up -> Merge by Distance

PaoYong
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Found out a few things repeating this tut till my eyes bled... 1st Don't apply the mirroring till the very end of the tutorial. You'll avoid a lot of head scratching. 2nd make bloody sure you are in front view (Andrew dis say it's important...it is!!) when doing your knife cuts, otherwise you'll fiddle a lot correcting the vertical angles. 3rd, make sure there is no face under the anvil until the subsurf is applied, because it will still look awfull even if your flow is perfect. Close the bottom last, and all will be fine. Might be a version thing, as I did this tut using 2.80. Absolutely worth my repeating this tutorial 4 times. Learned a lot. Thanks, Andrew!!

clauderousseau
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At 5:05 I was having trouble but I figured it out. In newer versions of Blender, you have to go to the "Viewport Display" section in the object settings and then in the "Display As" dropdown select Wire. Hope this helps!

drew
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19:15 for those who get sharp pointy edges somewhere when applying the subsurf modifier, try

1. first remove the face at the bottom, then applying the subsurf
2. change the order of the modifiers ( first subsurf, then mirror)

that worked for me

luneuart
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Tip: At 5:00 of the video, when Andrew shows how to set the maximum draw of the cylinder at wire, we have to select the Carve (not the BMesh) boolean setting in the modifier, to be able to see the nice section of the anvil, as we move the cylinder around.

JohnParavantis
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If you mess up at 18:00 and have a small gap between the vertex and the line instead of the triangle Andrew has, you can fix it by
1)Make a loop cut around the top of the anvil(same as what Andrew did)
2) Grab the vertex at the top of your Boolean first, then the vertex made by the loop cut that is closest to the Boolean
3)Press M(changed from alt M to just M) and select Merge at last

I actually think this method is easier than having to delete faces and remake them, but Andrew might have done it that way so we actually learn how to delete and remake faces

daka
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After almost 5 years into modeling, I came back to re-watch this tutorial. A brief and concise nostalgia in which I first started to learn 3D modeling. The shadow of the past given by a shade of light, the beginning of everything. A joyous part of myself saying, "Look how much we've travelled across the path of learning."

If the complexity of things ever got out of hand. Take a step back and take a good view of where you once were before.

johncastle
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8:43 If after using the boolean operator you are getting a hole and no faces that is due to not having your mesh closed after splitting it in two. You have to select all the edges or vertex that remains open after deleting one half of the anvil and then press F to fill that hole with a face. Then the boolean difference should create additional faces. You can delete this extra internal face after applying the boolean difference (I'm using Blender 2.83)

AlesAlex
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Just want to say thank you to everyone who had left translation comments from 2.7 to 2.8. Y'all really saved me a lot of time!

PezUnion
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For those who STRUGGLE with BOOLEAN bug!
I had a hard time myself, but because i rewatch all these series i know about removing doubles. So the problem why the cylinder doesn't cut out might be because the anvil has bad geometry and the boolean operation is confused. Therefore in edit mode select (A)ll of the anvil and (W) remove doubles! Then again in object mode try again making cylinder and cutting the anvil.

tijaplace
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im fighting depression, been on blender since a month, decent progress, just wanted to thank you Andrew from the bottom of my heart.... for... you know, everything.

Ashtradesnow
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This video taught me that if you add an object in *Edit Mode* instead of *Object Mode*, it actually makes the new mesh part of the currently selected mesh. I don't really need my cylinder to be part of my anvil structure, but it was an awesome discovery!

RocketDragons
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BOO-LEEN! As a software engineer, I love that pronunciation of boolean. This tutorial is ancient, though, so I'm sure you've been corrected hundreds of times over.

pppgggr
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for those who are struggling at the VERY end:
make sure you properly cancel an extrude- if not, the vertices will end up stacking. i think that's what caused my anvil to have a weird pointy edge at the end.
if you do end up having some additional vertices thanks to extrudes, delete the bottom faces that you made, select your entire mesh and merge the vertices. then, extrude in the Y axis again, make the faces again and we're done!

awe
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10:07 : Game Engines use triangles because it's "easier" to draw something made up of triangles: "every object can be split into triangles but a triangle cannot be split into anything else than a triangle". Using quads would create additional things to deal with.

laurentiuganta