I'm just starting with Blender and found this tutorial EXCELLENT ! Very clear and understandable to a new user. I would HIGHLY recommend this to anyone starting in Blender, as would I recommend all of your tutorials. Thank you very very much for your time and effort in making these tutorials.
As a non native English speaker, it took me some time to get accustomed with your voice, but the effort is REALLY worth it. Many thanks for everything Justin 🙂
This tutorial helps me to master the blender. I used once the Google Sketchup. But later on, I realize something that the Google Sketchup and Blender are very different when it comes for 3D modeling. The Blender has a pure model to use in Unity 3D that I am now using. *sorry for bad english* Thank you very much. I would recommended this to all my students that I've been teaching for.
Very well done Mr justin, keep going. This series of architectural modelling inside blender is getting more and more interesting day by day every video gives lot of knowledge of architectural modelling inside blender.
Learned Booleans in Blender with this. Very helpful!! Thanks so much. This style short tutorials on single or limited related commands are EXCELLENT and extremely helpful.
Hey, pro. I wasn't aware that an object used to cut another with boolean modifier, could stay in the scene and be moved elsewhere... I simply deleted it. (no wonder that could render it all messed up :) Thanx. You are an inspiration.
My 3 personal techniques for cutting openings for architectural work: 1. Select both faces -in edit mode, of the wall you want to cut the opening, which is let’s say a door, then Inset > move + scale to get the dimensions you wish to > lock axis > move & snap the selected edges to the edge of the wall > hit G and lock the preferred axis again & and input the precise length value, to move exactly where you want > bridge loop (destructive but highly editable). 2. Weld Faces Into edges. For every geometric, symmetrical, array, pattern, or organic. Shape and extrude perpendicularly and delete the face. You can shift + D in edit mode to duplicate the shape’s vertices and snap it at the other side of the wall the bridge loop and voila you have a clean opening in complex shapes such as curves! (destructive but highly editable -you can still choose the vertices of the opening and move it inside the wall wherever you want). 3. No destructive boolean, cube, or any 3d shape view as wireframe in object properties > set parent the door or frame or object to the boolean shape > select the wall and activate the boolean modifier set to “difference” > move the door wherever you want on that wall and it cut where it just “sits”, and do from architectural openings to complex surface modelling, creating holes, sockets on walls, ornaments, curves, decorations and more (non-destructive).
You are awesome!!! Thank you for providing this tutorial! It was super easy to follow and I made my first wall/window in blender and ported it over to UEFN... and it is PERFECT
Thank you. I just discovered Archimesh thanks to your tutorial. I am modelling an updated version of The Simpsons house and this with the Archimesh tutorials have helped. Thanks mate
Just keep going please. My SketchUp model House that I created from your tutorials has become a real project (land for it bought) and need to finesse and Blender Render with the flyby/through. Many thanks.
There is a checkbox for Autoholes under Room Type section in Archimesh that will cut all holes for windows and doors. It has taken me some time to find it but it works well with their windows and doors as they have another obect(cube) for it. You need to select Room object to go to wall editing mode in Archimesh and then scroll down to Room type.
btw, be carefull with Archimesh and do not apply any textures to their objects until you are completelly done with modeling and not going to use their addon at all. If you apply any texture to walls, ceiling, floor all of them will be removed when you do something in their add-on. That kicked me a lot when I applied every texture and then checked ceiling in Archimesh. It added the ceiling but it removed all textures
thanks a lot for a great tutorial, it was very easy to follow and now i can make doors and windows wherever i want haha, thanks. Keep up the amazing content!
How do you prevent it from messing up the vertices / texture mapping when you add a hole. Sometimes when I use the boolean method, it messes up the mesh, especially when carving multiple holes.
yeah this is less than ideal. I usually dont bother with booleans unless I absolutely need to, which is almost never. I usually draw the walls on a plane, and extrude them up, with holes in the walls. Then its just a matter of adding cuts and filling in faces (and flipping normals if necessary).
Dang. It didn't work for me. The plane inside the door frame is still there after boolean modifier. ☹ I'm working in Blender 3.4.1. Is there something in the updated version that I'm missing?
I did this with archimesh. And when I did boolean with the CTRL_hole it turned the box into a greyed out cube that's visible from only one side... Tried hiding it but it didn't make it dissappear. I'm assuming it has something to do with my boolean settings. Hitting Difference and Union just switches which side the grey cube protrudes out on.
Well I'm not sure they should for architecture quite yet - it's still a developing toolset, and honestly, there are better tools. That said, it's definitely moving in a good direction, but it has a ways to go before it fully replaces the tools they're currently teaching in Architecture school though...
Вполне вероятно. Главное, чтобы Тон Розендаль не продал своё детище какой-нибудь Autodesk. Многие отличные бесплатные проекты были поглощены монстрами капитализма.
Sure in Paris we start teaching in school of architecture for rendering instead of 3Dsmax in 2nd year and I think it Will be substitute instead of Sketchup for modelling as they are promoting subscription and so sleepy in terms of développement. Blender is so promising and... opensource.
thanks good tips, however i find Boolean do not work so well when i export the model. i usually export as FBX for use in (Unity), and the Boolean part will appear semi transparent with this strange effect when i view the FBX, so i end up would need to painfully slice/ fix to get a door to work, very time consuming, in one of your video in making a hole, you seems to address that by making sub-division and removing parts and i thought that would be the only way, if there is a better and easier way, hope u can share. thanks.
Thank you so much for the useful tutorial. My question is with the ready models. I downloaded a model in obj and brought it in my space, how can I click on separate parts of the model? So I could give it a separate material or to delete a specific part?..(since the whole model is grouped) I couldn't find any videos on youtube about it and I'm stuck just looking at the model.
Do you ever "apply" the boolean operation ? When I do, I get artifact and new faces and topology problem in edit mode afterward. Is it normal or I shouldn"t "appy"' the boolean ?
Thanks for the Tutorial. But what if I want to make a copy of the door? Is it possible to take the boolean operation automatically. Is there a trick to do this?
Is there another way to cut holes in walls? Your blender tutorial works for me but the FBX export in Unity doesn't show the hole, only the 2nd cube used to intersect.
Very helpful thank you! When using the add on, what is the best way to align the top of the windows? Let's say I want top of windows to be at 2,4m from the floor.
I'm not 100% sure with the windows from Archimesh - I think you can dictate height above ground and overall height with Archipack - I'd almost just draw an object with the height you want and use snapping to snap the top of your window to that height
Thanks Nice trick to parent directly in the outliner. 👌 But didn't we have à boolean button in archimesh ? Or maybe it is in the free version of archipack I must check that.