@notverygoodguy right on, I'm just starting out, and I have a printer on the smaller side, so for the size of models I'm going to be making, I'm going to need to fill the interior to key the separate pieces. This is why it's useful for me personally
@@zacharyhall7466 Sounds sensible to me. If you are resin printing then hollow models are essential unless they are small. For FDM printing hollow models are very annoying :)
You know what? This is what a perfect tutorial looks like. Straight to the point, the video is as short as it can be, no unnecessary words, no fat. Just a good title that sums up the problem and a demonstration of the solution. This is an ideal video.
There are different licenses for different models. There are some restrictions on the mb-lab models for example because they are licensed under AGPL which I believe means you can use it but must also make it available for others though I am not a lawyer. On the other hand in charmorph the Anotonia model and Reom use creative commons BY which means you can do with it what you will as long as there is an attribution statement somewhere. Best to check before using a model in closed source games.
@@notverygoodguy I have read the TOS of both sites before I have posted my question ... the list of rules is really very long and complicate written. My question about restrictions was more about what kind of games are allowed or not, for example games with violence (like Mortal Kombat) or 18+ adult games.
@@paluxyl.8682 The license covers only how you can use models not what you use them in. If for example you satisfy the requirements for the model to be used in a game then it doesn't matter what kind of game that is.
@@notverygoodguy Good to know, that this 3 website allow so much. I was in the last weeks on many 3d models websites, and 3 (or was it 4, I can't remember at the moment) was with restrictions like violence and adult stuff. Some websites got even strange rules that allow some character models just for games that will sell under 2000 times. :( BTW, your channel is awesome ..... I have save at least 3 videos on my "game projects" playlist. Thanks for the awesome tutorials. ^^
@@paluxyl.8682 Never heard of websites like that but I#m glad I avoid them :) Thanks for the positive channel comments. Taking me a bit of time to get a new video out at the moment but I'll get there :)
Great tutorial! However I don't know what I am doing wrong :(( If I add the boolean modifier to my object with the selected plane and then apply - my plane then kinda merges with the object and sticks to the object.
I'm running into an issue where when I press L it only selects a portion of the model I'm trying to fill in. It doesnt select the entire exterior face of the model.
L selects connected vertices. Is it possible that you have portions of your model that are not connected. You could try doing a merge by distance to see if that helps.
Hello, thank you for this guide. I've tried it to a backpack model I would like to print for a diorama but pressing L makes the opposite - different (depends on where is the mouse pointer) OUTER parts of the model are selected. What can be wrong?
The L key selects all the connected vertices under the mouse. If you are getting different results depending on where your mouse is then your model is probably is separate parts that haven't been joined together properly. If you can post a link to your model perhaps I can take a look.
I liked your method. After adding displace modifier, and I hit apply. It gives Report Error " Modifier cannot be applied to a model with Shape key." Any suggestion. I bought add-on to resolve this issue, that did not help.
Your model has shape keys :) If you are happy with the model, you can remove the shape keys before doing the apply. They are in the little green triangle icon in the properties panel. In there is a little box marked shape keys which lists the shape keys you have. You can delete them by pressing the little "-" button but you must start from the first one and work your way down. I recommend saving the end result as a different file as your model had shape keys for a good reason even if you don't need them for 3d printing.
@@notverygoodguy I've even printed it in a lovely silk filament. One thing I noticed and was wondering if you had any advice on: The model seems to not be watertight. There's some holes on the top and bottom sides. Was there something I missed? Thank you!
@@sephtronics Printing in vase mode is rarely watertight I'm afraid. There are often weak points as the filament gets laid down that water seems to find a way through. You can increase your chances of it actually being watertight by having the extruder temperature a little hotter and/or by using a bigger nozzle and layer height. I have had some things water tight but it's a bit hit and miss. One thing you can do of course is to spray the inside of your vase with some clear coat of some kind, preferably a plant safe one.
CTRL+J only makes two objects into one object. It doesn't change anything at all. The objects don't even need to be touching each other. A boolean union will merge two intersecting objects together and attempt to remove any walls that end up being inside.
You could try but it is quite optimistic to hope it will do a reasonable job but yes, if it does then it would be good to do first. Re-topology is the best option of course :)
I thought it was by default but maybe you need to enable Mesh:Extra Objects in preferences. However, you can always add any object and in edit mode select everything with a and then m->merge at center. That will give you a single vertex.
Incredibly useful video! I love that you covered several ways to accomplish the task and all of the common situations and issues we might run into while attempting it (like the face extension sometimes not working). Thanks for an awesome video!
Presumably you mean as an STL. If so, select the parts you want to save and go File->export-stl and make sure you tick the box to include selection only.
Maybe you didn't notice in the description it says this version no longer reliably works with modern version sof Blender? There is a link to an updated version that should work.
This video will show you how to at 2:39 but basically you change the blue to transparent in settings. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-RRZh390yo_M.html
Many thanks for this video! Slicing objects with a solidified plane is easy and so is keying with a cube, but I couldn't think by myself of a more practical way of doing things (I'm new to Blender). Your tutorial helped a lot. By the way, I noticed that when you toggle face-snap before moving the "cube-gone-vertex" object, you actually don't need to add the shrinkwrap modifier to it.
Very glad the video was useful for you. With regard to the shrinkwrap modifier I think you are right but when I was learning Blender and trying to do retopology everyone recommended having both and I never really thought about it after that :)
Use case is 3D printing, which often has issues with hollow interiors, especially when scaled down. Miniatures from full size leads to thin walls and failed prints. Make the model solid and the slicer with create infill as desired and the miniature will print well.
*IMPORTANT* I'm actually designing some jewelleries but when I'm putting them to 3d print it's showing that it's hollow from the inside in the preview... What can i do to solidify it completely from the inside (for ex. an earring) should i use softwares like meshmixers or something I'm trying to solve this for so long...
Firstly are you sure it's actually hollow? A Blender object by default is solid and so you have to actually make it hollow on purpose. There are several ways in which a model may look hollow in other software e.g. a printer slicer with no infill selected but that doesn't mean it actually is. Are you able to share a link to your blend file or model, maybe using wetransfer.com or google drive or similar? I would be interested to have a look at it.
I'am currently working on a very small object with sometimes a thickness of millimetres. So I think it's the best if I leave the hollow and make everthing solid in the inside. Is there a way to do that, or is any object already solid from the start and we just make a hollow to save resources?
Any manifold object (has no holes in it, even tiny ones) that has no walls inside will be solid. In most cases this means that your model is solid unless you hollow it :) Hollowing is only really used for resin printing. if we are 3d printing with resin. Resin deep inside a model often won't cure and can later crack your model. So, people often hollow their model and make holes in it so that uncured resin pour out.
i just hate how my blender somehow does not use the same hotkeys as shown in all videos. ctrl+p opened a whole other menu, same for the join hotkey, it does nothing at all.
when I press L hovering over the model, it only selects verts in that local zone, all around the map. how do I get it to select everything on the outside?
This will happen if the parts that don't get selected are not actually attached to the bits that are selected. You might want to try merging by distance on everything before you start. Select everything in edit mode and then go Mesh->Cleanup->Merge by distance.
@@jon5716 You didn't even give me the chance to reply before you solved it yourself :) Indeed, normals being wrong is the source for many a Blender problem. That is why I always have Face Orientation set to on in the Overlays dropdown but change the blue to transparent in preferences. Glad you solved it :)
@@notverygoodguy Okay so I am having the same issue but this time recalculating normals isn't fixing it. I have an object imbedded in another both have their normals correct but if I do a union it leaves a hole. If I switch to difference it leaves a indent. Using self intersect also doesn't seem to be working. I am stumped. To clarify I am trying to join these two objects now. Having the same issue with the hole but the end goal is for them to be one
@@jon5716 Try switching from exact to fast in the boolean modifier. That can often fix issues like this. When I finally get around to it, my next video will be about boolean problems and this is one thing I will talk about.
@@notverygoodguy Good to know thank you. It turns out this one was because there was non manifold geometry. I downloaded the 3d Print addon and the fix that provides has been really helpful getting booleans to work properly
great video, but i have still problems with my object and i don't know how to fix it (i also wanna just solidify that object), if you will help me i will be very thankful. link to the file: drive.google.com/file/d/1zZmlOGesoWw1a2DDPrggAOD96lt9qRH3/view?usp=sharing