Ah thanks man! I spent like 20 mins searching for your comment but I could not find it anywhere lol, I'll pin your comment at least! Thanks for this resource.
By contrast, I think it's hilarious that these non-destructive tutorials are always trying to preserve some primitive mesh. I do realize the benefits, it's just funny.
Incredibly professional, very well done. I preach the power of the non-destructive workflow and believe it to be essential for any modeller. I hope many more can learn it through your videos, just as I have.
I'm learning Blender and this was fantastically helpful. I was blocked hard with the fact that Blender won't let you access geometry created by non-applied modifiers. Your technique of duplicate + switch to a local context to 'steal' the geometry I needed is a game changer for me.
I kept seeing this recommended and never got around to checking it out, but now that I have I’m super thankful. This made me understand beveling, and stacking modifier so much more
Tip: the bevel modifier can be applied to a vertex group so you don't need to use a boolean cut to chop off a corner. Custom bevel profiles now exist (I think from v2.9). I think the only limitation is that the start and end points still form a 45 degree line.
Also, you could use a bevel modifier and change the limit method to weight and change the bevel weight of one edge from 0 to 1. Again, we're limited to a 45-degree angle but it does add the option to add segments and round out the bevel if desired.
This guys is a 3D Blender life saver, explains what you need to understand the behaviour of the software. Non stop spreading knowledge to the community! Rock on!
when you steal the geometry, it makes it not entirely non-destructive. that said, sometimes you need a bit of destructive stuff! While I appreciate the thought experiment i think in any real scenario this about of non-destructiveness would just clutter up your hierarchy and make it ironically more difficult to make changes in some situations. Great video!
I generally work semi-destructively since it is easiest. However, understanding of non-destructive techniques are essential to achieve that workflow, so always nice to learn :)
These kind of simple breakdowns really help a hard surface newbie. The BlenderBros paid tutorials are great but short lessons like these are both great for practice and conceptual understanding.
FrankPolygon and myself(wirrexx) we’re both on polygons how the f to model .. forums to try to break down and help people with shapes that are hard to comprehend! So this was nice to see! ❤️
Thanks for this lesson. I've played with Blender on and off for a long time now and usually end up with an uncontrollable soup of vertices. It's good to see a workflow that helps avoid those issues.
@15:45 you should state that the Arc Miter Outer mode is basically the Blender equivalent of 3DS Max/Maya's "Quad Chamfer" operation. that'll help a lot of folks transitioning to this software. Also for the non-d cutter earlier, applying that 2nd bevel with a vertex group on the outer edge would have demonstrated more control of the cutter too.
I'm pretty new to 3D modelling, and after many technique tutorials, I can't stop thinking about non-destructive workflow. Even for a newbie, I admire the possibility to adjust everything... I guess I'll stick with it. Thank you for the tutorial.
The idea of non-destructive workflow is mainly in design , if you look at the works of designers like Lars Sowig they make a lot of use of F360 non-destructive techniques to quickly iterate on the design, I need to be able to accomplish the same feats in Blender ( Since I don't care to pay an autodesk sub). I mean look you play it safe by taking some other dude's design , but lets say you had to come up with a design, that's where the real power of non-destructive workflow comes in.
Figured out the issue with the cylinder that was creating a 'cavity'. You could instead union the 45deg rectangle to the cylinder. So that the original cube mesh 'sees' it as a single object
Hey Josh, excellent tutorial; the amount of effort you make to ensure everything is clearly described doesn't go unnoticed. I'm currently considering purchasing the boxcutter bundle and I'm wondering what the time savings would be doing this with those addons would be. Thanks!
Thanks Jordan! Well time savings will be extreme, I’ve saved thousands of hours using them, no joke. And for a $37 that is a steal, you can make that money back quick using the tools and grab some freelance work. Anyways, as I always say, learn vanilla workflow first, and once you feel comfortable enough with that, then buy the addons.
Tip: at 11:25/17:59 - one single 'Edges' bevel of the cutting piece gives an even bevel of all edges and does the trick in one go if that is what you aim for.
Between the patreon, the recon unit and this tutorial, blowing minds, Josh. My workflow for hard surface modeling has improved drastically, thanks to the content you and Ryu have been putting out.
What is the importance of non-destructive workflow? Not being flip at all. I am new to this. I have heard the term used. It always feels like they are talking primarily to me. I enjoy fiddling with blender better than anything. I can't see it ever getting old. I do want to understand the etiquette of using free open resources. There is a lot I don't know. Thank you so much .
The issue with the model not being closed at 5:39/17:59, can be fixed by moving down the Mirror modifier as last in the modifier stack of the original first cube.
Very nice, but I think the horisontal holes should have been through, and the same pockets on the other side. That's a cast V-block used when machining in for example a milling machine.
Thanks a lot! You totally enlighten my understanding of hard surface modeling. By the way: At the end of your tutorial Blender didn't find your HDRI. This seems to be a bug that wasn't fixed since the release of 2.80. I have a HDRI setup in my startup file and have to reload it every time I start Blender. No matter whether or not the image has a fake user...
This is great, you have reiterated a bunch of annoyances that i've come across through trial and error. The one thing that still stumps me in blender is when adding a boolean like the one you're working with around 5:00. I constantly work with things I need to be in a precise place, and yes I can move things slightly to get rid of the glitch, but then my model may be slightly off. Are there any other troubleshooting tips I could try when I have a boolean that just doesn't cut through correctly? I already understand having normals facing the right direction and making sure there isn't any duplicate geometry around the edges of the object, but there are times when i feel I have a perfect object intersecting another perfect object and it just doesn't hollow out, or the first object disappears. Thanks!
First of all... SUPER TUTORIAL!! Thank you! now question... If I want to make it precise using mm or inches or real measurements.. sort of like what you do in a cad software... how do you do that?
hmmmm but would you use this "non destructive" way to model a building..... coming from an architecture background would someone use the negatives to model apertures and openings like doorways and windows? i can see the positives...... and the power, but coming from architecture and working in cad, the inputting of the data to create the "cutter" is essentially me in autocad or vectorworks giving dimensions to the door frame or opening.... and you could even just drop in windows and doorways into the walls and then adjust and specify the size or type of doorway etc.... you can just delete the window or doorway and the wall is intact again... im thinking out loud..... ive obviously created buildings or cad drawings where your drawing lines and offsetting lines to create the model piece by piece or line by line and also something similar to non destructively.... very informative video, and seeing someone who is able to model something complicated quickly and show and explain as well in a short video was amazing as well as make it not look so complicated.... i understand the power and flexibility of this but its knowing when to use it and being able to plan ahead..... i can see it makes sense for "concepting" a work in progress bespoke piece of mechanical engineering where you have to adjust back and forth due to changing conditions and tolerances
8:12 you ran a difference modifier but the effect was a difference modifier and a new mirror modifier. howd that occur? my existing mirror modifier didnt update automatically. once I cut the side window out with stolen geometry solidified, i still only had one window cut out... nvm i found the fix, i had to select my window cutout, and apply a mirror modifier after the solidify modifier. Its not intuitive because youd assume you need to apply the modifier to the cube, not the cutout.
Great work Josh. You explain things so well. I appreciate understanding how it all works. My modelling has improved from your channel. Keep up the good work. Thank you!
why did you set two bevels when you could just leave the first one after the solidify modifier, it would also prevent beveling the edges on the side of the beveled vertices from the first bevel modifier? otherwise, this was actually very thoughtful :)
For complete non-destructive control. You could do either, but if you want to adjust the bevels on the outer edges and the bevels on the inner separately, 2 bevel modifiers are needed.
@@JoshGambrell I was aiming for making an identical replica of the reference photo but I sometimes forget that not everyone is like me trying his best to make a seamless replica of any reference example😅
5:30 aren't those problems all fixed with the new booleans in 2.91? 6:50 wouldn't it be better if instead of applying the modifiers you used a displacement modifier to scale it?
I know you primarily use blender but have you ever considered showing fusion 360? It’s extremely powerful but I just have no idea how to get my models out of it and game ready.