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Blender. How to add detail for 3d printing without trying very hard 

Not Very Good Guy
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This video shows how to use the displacement modifier to add exciting geometry to your model without much effort. The resulting model and its textures will be 3dprintable.
Apologies for the dog with long nails walking about from time to time in this video :)

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20 июн 2024

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Комментарии : 204   
@r3drum34
@r3drum34 2 года назад
Thank you a lot for this very easy step by step tutorial!
@notverygoodguy
@notverygoodguy 2 года назад
So pleased it was helpful.
@Poesghost
@Poesghost Год назад
I always make it a point to learn at the very least one thing, per day however more is better. Watching your video on vertex groups and several other bits of knowledge you shared and I've learned a lot. Thank you!
@notverygoodguy
@notverygoodguy Год назад
Thank you for leaving feedback, it really makes a difference and I am very pleased this video was useful for you.
@gorgeousnoxy481
@gorgeousnoxy481 Год назад
I learn something new about this program every day I swear. Thank you for showing this feature off. I would have never knew it existed.
@notverygoodguy
@notverygoodguy Год назад
Thank you for the feedback. There's so much Blender can do and I am glad this was helpful for you.
@diegoarce490
@diegoarce490 Год назад
You are a natural teacher. Thank you for this video.
@notverygoodguy
@notverygoodguy Год назад
Thank you. That's very kind.
@Born_Stellar
@Born_Stellar 2 года назад
awesome! opens up so many possibilities!
@notverygoodguy
@notverygoodguy 2 года назад
Glad it was helpful and thanks for the feedback.
@jivinhipcat
@jivinhipcat Год назад
Absolutely the best tutorial for this. Thanks a lot!
@notverygoodguy
@notverygoodguy Год назад
Really pleased it was helpful and thanks for the feedback!
@defenderfortheEld
@defenderfortheEld 11 месяцев назад
Thank you so much!! This is super simple and exactly solves what I'm trying to do and more.
@notverygoodguy
@notverygoodguy 11 месяцев назад
I'm so glad! Thank you for letting me know :)
@thedangernoodle2731
@thedangernoodle2731 2 года назад
cool, Ive always seen to do it with UV editing but this works just as well, if not better in some cases. and now I can still use the vertex groups to assign multiple textures while also using the UV altering for the texture mapping, sick!
@notverygoodguy
@notverygoodguy 2 года назад
Thank you for the feedback. I am glad it was useful for you. This method is particularly useful if you plan to 3d print the result because it gives you real geometry rather than something that can only works when rendered.
@SvgLau
@SvgLau 5 месяцев назад
huge thanks!!!! I have been looking for a way to adding textures on my design, this is the only video I have found solve my problem!. thanks again!
@notverygoodguy
@notverygoodguy 5 месяцев назад
Glad to hear it helps and thanks for the comment.
@androbruinsma656
@androbruinsma656 3 месяца назад
Very nice and clear video. Thanks a lot!
@notverygoodguy
@notverygoodguy 3 месяца назад
Great! Thanks for the feedback.
@NewForestDragonflies
@NewForestDragonflies Год назад
Brilliant, thanks, finally a video that explains how to do this simply.
@notverygoodguy
@notverygoodguy Год назад
I am very pleased this was helpful for you. Thanks for leaving the feedback.
@violettracey
@violettracey Год назад
Thank you so much for explaining this! I think you explained it well!
@notverygoodguy
@notverygoodguy Год назад
Thank you for letting me know. I am pleased you found it helpful
@violettracey
@violettracey Год назад
@@notverygoodguy 😊
@NoCodeFilmmaker
@NoCodeFilmmaker 2 года назад
Awesome! This is exactly what I wanted to do. Thanks, 👍
@notverygoodguy
@notverygoodguy 2 года назад
Very pleased to hear it was useful!!
@RCCraigoOnline
@RCCraigoOnline Год назад
This was perfect! Thank you!
@notverygoodguy
@notverygoodguy Год назад
Great to hear! Thanks for the feedback.
@andreigurandaofficial
@andreigurandaofficial Год назад
This was the best! Exactly what I needed for my 3D printer
@notverygoodguy
@notverygoodguy Год назад
Very pleased to hear it is useful and thanks for the feedback.
@gibsonsimpson
@gibsonsimpson Год назад
Very cool! Thanks for the tip.
@notverygoodguy
@notverygoodguy Год назад
And thank you for the feedback.
@ThompsonBrosStudios
@ThompsonBrosStudios Год назад
Oh my gosh I've been trying to figure this out for days, thanks a lot! take my upvote.
@notverygoodguy
@notverygoodguy Год назад
Glad to help and thanks for leaving the feedback!
@ThePudge1976
@ThePudge1976 Год назад
Thank you so much for this video! Im new to 3d printing and could not understand why downloaded models showed no texture when opened in Lychee. I have spent two weeks tearing my hair out until I found this video yesterday. great tutorial, simple to follow, well explained. A+++++. Great work!
@notverygoodguy
@notverygoodguy Год назад
Thank you so much for taking the time to give your feedback on this. It is much appreciated and I am very pleased this video was so helpful for you.
@leinadreign3510
@leinadreign3510 2 месяца назад
I like the little zoom-ins on the imprtant menue points. Really good idea!
@notverygoodguy
@notverygoodguy 2 месяца назад
Glad you like it :)
@leinadreign3510
@leinadreign3510 2 месяца назад
@@notverygoodguy Yes I did, and it was really helpful!
@jessescott9704
@jessescott9704 2 года назад
Great tutorial!
@notverygoodguy
@notverygoodguy 2 года назад
Thank you very much for your feedback. I am glad if it was helpful.
@mattreagan4347
@mattreagan4347 Год назад
Super helpful, thanks so much!
@notverygoodguy
@notverygoodguy Год назад
Good to hear! Thanks for the feedback.
@freightuk
@freightuk 6 месяцев назад
Thanks, that solved my issue on selectively applying the displacement modifier :)
@notverygoodguy
@notverygoodguy 6 месяцев назад
Great to hear! Thanks for letting me know.
@eliasb8
@eliasb8 7 месяцев назад
That was very good, Sir! 😉 Thank you very much.
@notverygoodguy
@notverygoodguy 7 месяцев назад
Thank you! Glad it was useful
@danielconway7190
@danielconway7190 2 месяца назад
Awesome, thank you! This is exactly what I was looking for
@notverygoodguy
@notverygoodguy 2 месяца назад
That's great to hear. Thanks for letting me know.
@thefriendlyaspie7984
@thefriendlyaspie7984 2 года назад
thanks so much for the tutorial, was really helpful ^^
@notverygoodguy
@notverygoodguy 2 года назад
Great to hear and thank you so much for the feedback.
@dio8440
@dio8440 2 года назад
Very good, thank you for the video.
@notverygoodguy
@notverygoodguy 2 года назад
Thanks for the feedback. I am very pleased you found it useful.
@dio8440
@dio8440 2 года назад
@@notverygoodguy It's simple, helpful, and straight to the point, thanks again.
@thebritishengineer8027
@thebritishengineer8027 2 года назад
Au contraire Mr Not Very, you may be a good guys as you just have saved me about a weeks worth of work.
@notverygoodguy
@notverygoodguy 2 года назад
I am very glad to hear that this was so useful for you and thank you for your feedback!
@jlr3636
@jlr3636 Год назад
Excellent
@notverygoodguy
@notverygoodguy Год назад
Thanks for the feedback. It's always nice to know if the video was helpful.
@kevinm3751
@kevinm3751 9 месяцев назад
Just a heads up, the reason you choose Z for direction is in the name of the texture file you are using. You need the height map information, that information is only applied in the Z direction in this case. Now if you was doing it on a side of the model your height would be in the direction of the X or Y, depending on the direction the face is. Hope that helps you understand why you chose Z in this case...;)
@notverygoodguy
@notverygoodguy 9 месяцев назад
Thank you. Appreciated.
@Madash311
@Madash311 3 месяца назад
Thanks again Mate!
@notverygoodguy
@notverygoodguy 3 месяца назад
Thanks for the feedback!
@Karen-Ka
@Karen-Ka 4 месяца назад
Amazing, thanks a lot
@notverygoodguy
@notverygoodguy 4 месяца назад
It's a pleasure, thank you for your comment.
@genghislife9644
@genghislife9644 Год назад
Tried so many blender tutorials that didn't work... Ty for saving my sanity on a Friday night.
@notverygoodguy
@notverygoodguy Год назад
Glad it worked for you and thanks for the feedback.
@wenchevaaga
@wenchevaaga 2 года назад
Well done :)
@notverygoodguy
@notverygoodguy 2 года назад
Thank you :)
@lostartsstudios1679
@lostartsstudios1679 2 года назад
Thank you for this video so much easier to follow than 99% of blender videos. Now if I could just get the sub surfce mod to stop destorying my low poly models...
@notverygoodguy
@notverygoodguy 2 года назад
I am very glad this was useful for you and thanks for the feedback. Without knowing exactly what the sub surf is doing to your models it is worth pointing out that it is specifically designed to break low poly models :) If you are only trying to add more geometry without changing the shape the selecting "Simple" in the sub serf modifier option will give you that.
@CheshireCat478
@CheshireCat478 2 года назад
Add more loop cuts. Mainly to the edges. Also I think the sub surf mod hates triangles so try not to have too many triangular faces.
@untossablesalad4423
@untossablesalad4423 Год назад
You might try the Remesh modifier as well. It does something similar but in a different way.
@genghislife9644
@genghislife9644 Год назад
Select simple instead, it keeps the geometry of low poly.
@d-emprahexpects849
@d-emprahexpects849 9 месяцев назад
You all are talking a language I don't yet understand 😂
@stigmautomata
@stigmautomata 10 месяцев назад
very relaxing content
@notverygoodguy
@notverygoodguy 10 месяцев назад
Well that's quite a compliment :) Thank you.
@jonataleite
@jonataleite Год назад
muito bom! muito obrigado! foi muito claro! ótimo vídeo! justamente o que quero usar no blender! (aqui é do Rio de Janeiro - Brasil)
@notverygoodguy
@notverygoodguy Год назад
Obrigada!
@baderuk73
@baderuk73 Год назад
Cheers...really good
@notverygoodguy
@notverygoodguy Год назад
Thank you!
@jaimevaldez3058
@jaimevaldez3058 Год назад
For being “not very good guy” this was a very good tutorial. Subscribing now!
@notverygoodguy
@notverygoodguy Год назад
Thank you very much. I hope to have some more interesting stuff soon.
@jaimevaldez3058
@jaimevaldez3058 Год назад
@@notverygoodguy I am scanning car trims and 3D printing, thinking of applying a leather texture to print after modeling the scans. This tutorial will be helpful in reaching that goal.
@notverygoodguy
@notverygoodguy Год назад
@@jaimevaldez3058 Perhaps you could pop into the "Blender for 3d printing" Facebook group and post pictures of the results. I would be interested to see them!
@stonelambert
@stonelambert Год назад
6:27 a dog walking on tile in the background. so wholesome.
@ttierced3613
@ttierced3613 2 года назад
This is as close as I’ll ever get from receiving a lesson from professor snape.
@notverygoodguy
@notverygoodguy 2 года назад
I think I could do a better impression of him if I put my mind to it. Maybe the next one.
@richardbriggs8735
@richardbriggs8735 2 месяца назад
very informative
@notverygoodguy
@notverygoodguy 2 месяца назад
Thank you
@RTJ3DCosplay
@RTJ3DCosplay 2 года назад
u cn also do it with the coordinates set to uv to be able to draw your own details in as well by painting ontop of the texture you use
@notverygoodguy
@notverygoodguy 2 года назад
This is a great idea! Thanks
@energiazaragoza2965
@energiazaragoza2965 Год назад
Great thank you
@notverygoodguy
@notverygoodguy Год назад
Thanks for the feedback!
@johnmarshall2660
@johnmarshall2660 Год назад
Ive been trying to get my head round Blender to add Texture to a wall and failed, so your video is a great help for me to work on, I think the problem I had was trying to import a model from Solidworks or Sketchup and you cant do that, so I am interested how you started this model before you started to add the texture ... Regards john
@notverygoodguy
@notverygoodguy Год назад
Glad this was useful for you. The original model is just hard surface modelled within Blender. Just a re-sized cube with some some added edge loops and some of the resulting edges moved around a bit. There are some supporting edge loops on the edges to ensure the sub division surface modifier doesn't turn it into a ball :)
@giobianchi3232
@giobianchi3232 2 года назад
Your videos are so awesome! Not Very Good Guy is a funny joke because you're the best!
@notverygoodguy
@notverygoodguy 2 года назад
You are very kind :) I am very slow but am planning the next video soon.
@Tosapecore
@Tosapecore Год назад
I love you, thanks
@notverygoodguy
@notverygoodguy Год назад
Very pleased if this was useful for you!
@RC_Russell_Designs
@RC_Russell_Designs 2 года назад
nice
@notverygoodguy
@notverygoodguy 2 года назад
Thanks!
@fearthesmeag
@fearthesmeag 2 года назад
nice, what about right click = shade smooth?
@notverygoodguy
@notverygoodguy 2 года назад
Not for 3d printing. The shade smooth option makes your model look smooth on the screen and in any renders you do but it does not smooth the model itself. So, if you export your model and print it it will look like you have the "shade flat" option set anyway. So, for 3d printing always have shade flat and not shade smooth.
@abhishekpawar3895
@abhishekpawar3895 2 года назад
How did you go into the edit mode? I am a beginner and couldn't see any click at 5:12. Tried to deselect the edit mode for subdivision but still no changes on the object. It doesn't show the vertices and is the same like before.
@notverygoodguy
@notverygoodguy 2 года назад
You are right, it doesn't show up does it. Press Tab to toggle between edit and object mode but make sure your mouse is on the main viewport window (the one that your model is displayed in) when you do. Alternatively you can select the drop down box top left of screen just under the "Edit" and "Render" menu items that probably says "Object mode" at the moment and select edit mode from there.
@snookofficial7211
@snookofficial7211 11 месяцев назад
Nice! Thank you. I take it you don't bother with UV mapping if you're just printing this. I'm curious as to how easy this would be to apply the textures to the model so they line up with the geometry. Not everyone uses Blender for 3D printing ;)
@notverygoodguy
@notverygoodguy 11 месяцев назад
No I don't do any UV work but I imagine if you unwrapped your model and applied the texture you could then use a displacement to apply it to geometry. I could WELL be wrong about that though.
@unclejacksimulations9423
@unclejacksimulations9423 11 месяцев назад
Instead of Local, change the displacement coordinates to UV, adjust strength, done
@snookofficial7211
@snookofficial7211 11 месяцев назад
@@unclejacksimulations9423 Thanks!
@smallnuts2
@smallnuts2 2 года назад
I was wondering, what type of printer should I get if I want to create a 4 foot model?
@notverygoodguy
@notverygoodguy 2 года назад
Any printer will do it if you cut your model into smaller parts and fix them together afterwards. This is probably a good way to do it anyway because if you have a failure near the end of a 4ft print you will have wasted a LOT of filament. That said, if you really want to print something that big as one part, the only remotely reasonably priced printer that can do that is the Creality CR-30 but it can only do that size on one axis. www.creality3dofficial.com/products/cr-30-infinite-z-belt-3d-printer
@mrgtoyz
@mrgtoyz Год назад
How complex do the models need to be? I just want to create a simple wall and add texture but when I try to apply this tutorial, the model becomes a flat oval and no texture can be applied without it looking crazy. And no amount of decreasing the strength makes it look good.
@notverygoodguy
@notverygoodguy Год назад
It doesn't need to be complex, a wall would be fine, but it does need to have enough geometry. If you select the "Simple" option in the subdivision surface modifier you should get plenty of geometry without it turning your wall into an oval :) I don't do this in the video because you might notice I have added edge loops close to the straight edges of the model which can also preserve the shape of the model when using the subdivision surface modifier. By the way, if your wall has no thickness, this displacement method might not give you what you want so you might need to add a solidify modifier before the displacement but after the subdivision. I hope this helps but let me know if you have any further issues. Good luck.
@rossk7927
@rossk7927 2 месяца назад
Tying this in with creating UV maps would be helpful. All I'm trying to do is get around prusaslicers fuzzy skin limitations and model some rough texture to improve grip. Blender is so unintuitive it has been 4 hours of frustration just trying to get some surface texture to shrink-wrap itself around my part and not be some plain project turd. I had it working once - with UV maps - but then I did something and it all broke and I haven't been able to get it working again :( I'm also struggling with the variable poly density of my model - flat surfaces have very few vertices for the displacement map to work with and subdividing "enough" is massive overkill for any curved surfaces.
@notverygoodguy
@notverygoodguy 2 месяца назад
A UV map creation version of this is on my list of videos to do but I feel your pain. I would say that there is no getting around requiring enough vertices if you are going to use displacement as a way of adding texture. Have you considered using a texture as a brush and just painting it on in sculpt?
@rossk7927
@rossk7927 2 месяца назад
@@notverygoodguy I haven't opened blender in over 20 years before today. It wasn't very good back then compared to 3ds Max which I had access to as a student. Painting using a texture brush sounds prefect - I'll look into it.
@rossk7927
@rossk7927 2 месяца назад
Finally got it sorted out. I was expecting UV mapping to have some sort of observable state but it seems that it's more of an invisible property... maybe associated with vertex groups??
@TheAndyroo770
@TheAndyroo770 2 года назад
Is there a blender trick to modify geometry so there are no overhangs beyond a certain angle - so it adds chamfers below windowsills for example?
@notverygoodguy
@notverygoodguy 2 года назад
Sadly not. It would be very hard to do. It would need to guess which orientation you wanted to print in for a start. But what would it do with a large over hang such as an arm straight out at 90 degrees? The closest I could think of would be to select all the edges that you are concerned about and bevel them with ctrl b and mouse scroll wheel. The 3dprint add on that comes with blender can attempt to identify the problem areas at least.
@TheAndyroo770
@TheAndyroo770 2 года назад
@@notverygoodguy Interesting, thanks. I will have to revisit Blender but previous visits I struggled and felt a bit overwhelmed by options! Shapr3D I get along with quite well but blender seems super powerful if you can get your head round it.
@notverygoodguy
@notverygoodguy 2 года назад
@@TheAndyroo770 Blender does have a lot of features for sure but take it slowly and it becomes invaluable!
@davidReyGD
@davidReyGD 2 года назад
thanks thanks thanks :)
@notverygoodguy
@notverygoodguy 2 года назад
Very pleased you found it useful!
@macgruber4689
@macgruber4689 Год назад
does the printer care about geometry (quads, ngons, tris, overlapping, insane dyntopo sculpts) at all or are there rules?
@notverygoodguy
@notverygoodguy Год назад
When you export to stl for printing everything gets converted to triangles anyway so no, it doesn't matter. The model does have to be manifold and inverted faces, overlapping and other broken meshes can cause a problem.
@macgruber4689
@macgruber4689 Год назад
@@notverygoodguy ok thank you
@rjv2395
@rjv2395 7 месяцев назад
actually, maybe you can try a different method because this will cause the texture to look streaky in most cases. I worked al long time to find how to get rid of this and have the texture lay evenly on the surface. better to select the vertex groups, use UV unwrap, bring in your same texture to the UV, then do the displace mod with the texture and vertex group as you did but then select direction from UV and the texture will lay evenly on the surface.
@notverygoodguy
@notverygoodguy 4 месяца назад
I will look into this but I haven't seen the issue you describe. I have used photo's for the texture and they have come out fairly well.
@rjv2395
@rjv2395 4 месяца назад
@@notverygoodguy I use blender for jewelry pieces, large pendants mostly. I use texture on different vertex groups on the piece. I could never get the actual texture from the photo onto the piece it was always streaking along an axis. then I finally figured out that if I used a UV unwrap on the vertex group and then added displacement modifier with the texture it placed it evenly over the area with the right settings in the modifier. I also found that manual UV unwrap works better than smart in most cases. just sharing what works for me
@notverygoodguy
@notverygoodguy 4 месяца назад
@@rjv2395 Perhaps it is because I am more likely to use a flat surface and unwrapping wouldn't make much difference to that. I'll definitely try with a UV unwrap. Thanks for the suggestion.
@g0balot
@g0balot 2 года назад
I think in one frame you have circled remove instead of select :)
@notverygoodguy
@notverygoodguy 2 года назад
Yes I know but with Davinci Resolv crashing on me every five minutes I didn't have the motivation to go back and fix that :)
@szlummen
@szlummen Год назад
Will the model from blender print the same in Real life? With this all bumps and grooves? Could you do a tutorial how to do real bumpy wood model, wich i could print? Id like to make as good wood print as i can. Id be greatful.
@notverygoodguy
@notverygoodguy Год назад
This will print just as you see it here. If it is a wood texture, it will print looking like wood. For really rough stuff with bits of branches sticking out of it you might need to add a bit of sculpting or modelling though.
@blacktree626
@blacktree626 Год назад
it dont work very well unless im using alot of verties. anyway to help with that?
@notverygoodguy
@notverygoodguy Год назад
You definitely need the geometry if you plan to 3d print the result. I believe it gives a suggestion in the video. Create a subdivision surface modifier and set it to "Simple". This will create more vertices for you but retain the shape. If you are not interested in 3d printing this then it is probably not the best solution. You can bake detailed textures onto a low res model if you just want to only render stuff but that's a completely different video :) Hope this works out for you.
@phm6834
@phm6834 Год назад
There is a .blend file, so you can easily add the material to the asset browser ;)
@notverygoodguy
@notverygoodguy Год назад
Ahh, cunning! Thank you :)
@amimeebee
@amimeebee Год назад
I have been looking for exactly that kind of tutorial. I create my models in DAZ and a lot of surfaces are just plain flat, given depth by UVs (??). Any advice on how to proper thickening clothes for 3D printing on the inside ( without loosing too much detail as it does happen when one uses the solidify modifier)?
@notverygoodguy
@notverygoodguy Год назад
I am glad it was useful for you. My next video will be about the different ways for creating clothes on human models with a view to 3d printing them though will not be out until after the new year. The solidify modifier should not remove detail though it can be a bit difficult to control what it does sometimes. It has lots of options that might help you though without seeing why you lose detail with it, it is difficult to offer a recommendation. If you can find a way to provide a .blend file I could try and have a look at it. I don't cover DAZ for making models in this channel even though it IS pretty good mostly because its licensing restrictions for 3d printing are a bit over the top in my view. Maybe you might consider an alternative.
@amimeebee
@amimeebee Год назад
@@notverygoodguy well.. i paid a good amount of money for my assets and i strongly believe its noone elses business if i print those for my own pleasure. in addition, i probably put in a ton more hours into making it printable, than the creators of most pieces have put in creating each piece. i agree, that commercial use and/or even publishing these models for free might be an issue. despite that, i published one of my models for xmas, for a short amount of time. It does print fine.. however, parts of the clothes are very thin and broke, and i got no idea (yet) how to increase the inside of boots i.e., to have them merge and not ending up with feets printed inside the boots, leaving behind resin traps. -because expanding along the normals does drag one side in the other out - and it might be doable by splitting it up in all tiny parts. and i dit with the 600+ hair-items in the later given example. as i know no other way to communicate with a youtuber but the comment section ( https REMOVE THIS ://cults3d. REMOVE THIS com/de/modell-3d/verschiedene/merry-xmas-meebeecom/de/modell-3d/verschiedene/merry-xmas-meebee )
@amimeebee
@amimeebee Год назад
@@notverygoodguy i only joined most of the parts and not been using a boolean. therefore you should be able to split it up in parts if i am not mistaken
@notverygoodguy
@notverygoodguy Год назад
@@amimeebee Wow! You put a ton of work into getting that printable!! The hair alone is a masterpiece of patience! I can't imagine the time it took to support this :) There isn't much that can be done with the stl file without the original but I think you have found a problem that everybody finds when trying to adapt things made for rendering into something that can be printed but most don't have your patience. You already have your solution though too. It is making every individual item thick enough to print and have access for support. And make adjustments. For example the outer skirt that nearly sits on the inner skirt should really be actually be joined to it much like the corset is. It won't make any difference to the model given the size you are likely printing at but would solve all sorts of problems. I see your problem with the boots and the only solution I can see is to actually make the boots solid a little way inside. Ideally you would boolean them with the leg too. Hair usually has to be just a few objects and people usually sculpt hair or create a few curves which are then converted to mesh and merged. Controlling the solidify modifier when you have small details can be difficult but you can restrict the effect of it in parts of your model by using vertex groups and adjusting the factor slider but ultimately, when creating detailed clothing you should be making it thick enough before you add details like folds and creases. I do admire what you have done here because I can see the effort involved and you have apparently been successful. I will try and do a video of handling difficult issues with the solidify modifier in the not too distant future.
@amimeebee
@amimeebee Год назад
@@notverygoodguy Thank you very much for taking the time and having a look at it. Yes, merging the pieces is the plan. i just still lack the skill to do it. but the vertex group thing is a point to start at. i will dig deeper. regarding the patience: if you use the "try and error" learning methoid of self-educating, one needs a lot of it. i started 2 months ago. and while i put a lot of time in figuring things out already, i am not too concerned. the example is my 3rd printed model. and while getting to the first one took above one months time, the third one "only" took about a week. i am pretty sure, soon i will be able to do more complex models in lesser time and be able to concentrate more on the creative aspect of the creation than on solving the technical riddles. but even if not: its a journey, not a race ;)
@OdysseanPromise
@OdysseanPromise 2 года назад
Whenever I do this, my model just ends up with a static-like texture. I can only seem to texture cuboid objects
@notverygoodguy
@notverygoodguy 2 года назад
This could be just a case of getting the strength of the displacement correct. It is a very small step between looking right to looking awful. Holding shift as you adjust the strength can help. If not, provide a link to a blend file you have with the texture (remember to "File->External Data->Pack Resources" first to add the texture image to your blend file) and I can take a look at it if you like.
@freddyli5356
@freddyli5356 2 года назад
2:47 Just a little thing...... The date you modified these texture is my birthday.
@notverygoodguy
@notverygoodguy 2 года назад
It may be little but is still important. I wish I had known, I might have mentioned it :)
@GURU500uk
@GURU500uk 6 месяцев назад
​ @notverygoodguy i tried to do square base with this tutorial ..cant .. everything looks like fractals .. what im doping wrong?
@notverygoodguy
@notverygoodguy 6 месяцев назад
Hard to say with the amount of info you have provided. It may be you simply have the effect strength too high. Is there any way you can provide more detailed info. A screen shot would be nice :)
@GURU500uk
@GURU500uk 6 месяцев назад
@@notverygoodguy yes ups I thought I upload screen .. :) let fix that
@GURU500uk
@GURU500uk 6 месяцев назад
snipboard.io/BrxIDL.jpg
@davedavem
@davedavem Год назад
Minimum trying 🤘
@notverygoodguy
@notverygoodguy Год назад
Hope it helped!
@davedavem
@davedavem Год назад
@@notverygoodguy it did, thanks!
@badmonkey91
@badmonkey91 Год назад
what can be done if the texture is tiny on the model?
@notverygoodguy
@notverygoodguy Год назад
I don't think it should be. You can change the x and y crop which will stretch it. Alternatively scale down your model and then scale it back up again when you have applied your displacement modifier. I am not sure if this works as I haven't found a texture anywhere that is too small.
@badmonkey91
@badmonkey91 Год назад
nvm...i think something was corrupted with that file...I made a new one and it's fine. the first one was loading two different files
@notverygoodguy
@notverygoodguy Год назад
@@badmonkey91 Glad you have it sorted!
@natalieb6893
@natalieb6893 9 месяцев назад
When I do this on my object, it only shows the texture on the Z facing surfaces. It shows vertical lines on the X and Y surfaces. What am I doing wrong?
@notverygoodguy
@notverygoodguy 9 месяцев назад
It will do that yes. If you want to wrap the texture around your object you'll need to UV unwrap it first. I don't cover that in this video but many other people do. You have given me an idea for a new video though :)
@natalieb6893
@natalieb6893 9 месяцев назад
@@notverygoodguy thank you so much for the reply! I'll definitely check that out. And I look forward to the video! :D
@ThatHippyDuck
@ThatHippyDuck Год назад
hm, i tried a fabric texture but there's no displacement file to download. must just be light and diffusion maps since it's so small? well shoot...
@notverygoodguy
@notverygoodguy Год назад
Try one of the others anyway. The most contrasty probably will work anyway as long as you have enough geometry in your model. It is possible to use photos so using the displacement map isn't as essential as I made out :)
@ThatHippyDuck
@ThatHippyDuck Год назад
@@notverygoodguy ok I got it working. Thanks for your tutorial work
@notverygoodguy
@notverygoodguy Год назад
@@ThatHippyDuck Thanks for letting us know!
@P4TRICCS
@P4TRICCS 2 месяца назад
Very good tutorial except everything i did crashed my whole pc so if it happened to make it i had to save every click...
@notverygoodguy
@notverygoodguy 2 месяца назад
Sorry to hear about that. I haven't heard of that happening to anyone before. DId it always crash at the same place?
@robert5770
@robert5770 5 месяцев назад
What am I missing? I cant get this result.
@notverygoodguy
@notverygoodguy 5 месяцев назад
It's kind of hard to say with so little information. Can you describe how what you do get or can you link to pictures of your model mesh?
@robert5770
@robert5770 5 месяцев назад
Thank you for your reply. I get either no texture on an object or scale (strength) it up to very heavy peaks and valleys. I have created objects in blender and brought in STL's same result. I've created objects in blender and covered them with Vortices, same results. Thick, thin, short, fat objects all have the same outcome. 1 thing I wondered is are you working in meters or mm? I am in mm. @notverygoodguy
@robert5770
@robert5770 5 месяцев назад
Also using version 4 @@notverygoodguy
@notverygoodguy
@notverygoodguy 5 месяцев назад
@@robert5770 OK I hadn't tried version 4 as it doesn't work well with charmorph but I just downloaded and tried this displacement and it still seems to work and I do use mm. Try it just using the default cube. In edit mode select everything if it isn't all ready select and subdivide it to ten (you can set how many it does in the little menu thing that pops up bottom left). Then do it again but subdivide maybe to 2 or 3. Then apply a texture that has a lot of detail like the stones I used in the video. If you are getting huge valleys and peaks try adjusting the strength slowly by holding down the SHIFT button while you drag your mouse over the value. The fact that you do get this problem does suggest its working. If all else fails see if you can find a way to post a link to your blend file, I'd be interested to see what is going on.
@33nbrown
@33nbrown 8 месяцев назад
Anyone else not getting this to work? i follow the video but no texture is applied to the faces i picked. it just scales funny and dosnt show any texture at any scale.
@notverygoodguy
@notverygoodguy 8 месяцев назад
Are you using the displacement texture? Have you played with both the strength slider and the slider in the "crop" section in the texture planel? I just tried this again on the latest Blender and it still works fine. Other than that, if you can provide a link somehow to your blend file, I could take a look.
@ViktorBludov
@ViktorBludov 2 года назад
Very cool but unhelpful in the newest Blender version because this feature either has been moved or no longer exists I think its time to start mentioning Blender version model. They keep releasing new versions with interface changing and features shuffled. its very frustrating. as it is, Blender is a pain in the ass to master but to make matters worse they keep changing it.
@notverygoodguy
@notverygoodguy 2 года назад
While I understand that it is frustrating when things get changed, the technique discussed in this video does actually work with the latest Blender (3.0.0). Can you say what issue you had. I too get annoyed with things changing (knife project works differently now for example but they rarely make big changes and if you stick with an "LTS" release, things should stay the same.
@OdysseanPromise
@OdysseanPromise 2 года назад
@@notverygoodguy I don't know about Viktor, but I can't get anything other than noise when I add the displacement map
@notverygoodguy
@notverygoodguy 2 года назад
@@OdysseanPromise To me this suggests either the "strength" value is too high in the displacement modifier, you don't have enough geometry or maybe even the is an issue with the texture itself. If you have a way of sharing your blend file I would be happy to look at it.
@OdysseanPromise
@OdysseanPromise 2 года назад
@@notverygoodguy I did adjust the strength as you suggested. Even at very low (.050) strength it’s more like just a dusting of pock marks rather than cobble stones I tried on some very very small planes and could get it to generate but the texture doesn’t seem to repeat in any real way and just warps, even with the “repeat” option on
@notverygoodguy
@notverygoodguy 2 года назад
@@OdysseanPromise Is there anyway I could look at the texture you are using?
@andrewstuber
@andrewstuber Год назад
I'm not getting this - my disp is pixelated and not like what you did
@notverygoodguy
@notverygoodguy Год назад
Do you have enough geometry? You need do sub-divide your model quite a bit to get enough resolution. Alternatively, it may be that your texture is really low resolution. Let us know.
@subbinbacktoallsubbs5272
@subbinbacktoallsubbs5272 2 года назад
I payed someone to do this to a game model.... Rip
@jettesjettes
@jettesjettes Год назад
this is not working. I think it's because of how he made his model. He has double lines around most of it. Why does he have that? He also doesn't talk about which add-ons he is using or if there are any other special settings he has. He needs to say "yes" or "no" to everything that he has going on at the start.
@notverygoodguy
@notverygoodguy Год назад
The double lines are there to constrain the subdivision surface modifier. Without these the flat faces would turn into curves when using it. You can achieve the same using "mark sharp" on the edges but the "double lines" is more reliable. There are no add-ons used in this video, it is stock standard Blender. The only non-standard setting I have is that I always have "face orientation" set to on but that shouldn't make a difference here. Perhaps you could explain where it isn't working for you. Maybe I can help.
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