For those wondering how those faces were filled with quads instead of triangles after 18:20, you get this functionality by enabling the built-in Blender addon called *'F2'* in *'Preferences → 'Addons'*
Was really looking forward to part 2. Thank you very much for your great teaching. Prior to part 2 I made several attempts at instancing, but your method is so much cleaner. Thank you.
I'm watching all your videos, thank you for so detailed sharing of the process. I can't understand several moments: 1. Why do you use a plane with instancing a leaf on it? Why not just use an array of the leaf itself, the modifier creates instances as well. 2. Why do use so complex construction for an array? What is a Rotation Empty for? Why not to use a column as an offset object or at least to place an empty to the center of the column and array around it?
As for #1, I suspect the reason is be able to swap out the actual leaf with some other mesh. The plane represents the "slots" to be occupied. As for #2, As far as I know, for a rotational array, an empty is mandatory. I don't think you can rotate-array without an empty
@@eitantal726Your explanation for the first question makes sense, I think it's true. But as for the second: yes, the Empty is one of the ways to make a radial array but pay attention how the author does it: he doesn't place the Empty to the center of the rotation and rotate it around itself, but moves it to the object first and then rotates around the 3d cursor in the World Center. But what if for example the object will not be in center of the World Origin? In such case it will be quite tricky to place the 3d cursor in the center of the proposed rotation center.
@@egorsorokin2760 I want to report that "STL export" doesn't support this kind of instancing. I like the slots idea, it's useful. I will utilize a geonode modifier as a work-around
@@egorsorokin2760 Replacing instancing with a geonode is not as straight-forward as I first thought: Rotation data is not based on Normal vector alone, because it doesn't have enough information. This native instancing derives the orientation from the first-to-second vertices' edge.
@@egorsorokin2760 A big flaw of this slotting technique is it won't work with mirrors the way you'd expect. Mirror a symmetric object on X, you'll get the object. Mirror a "slot" on X, and instance on it. You'll get the object rotated 180 degrees on Z.
Let me add my thanks! I also found this incredibly beautiful and inspiring, not only as a blender tutorial, but as an entry into appreciating classical architecture. I live in a town filled with Renaissance details like this, with a museum that has literally tons of columns taken from the Classical world. Somehow, the knowledge that I or anyone could make a model of one digitally makes you appreciate the details even more! I'm just 1 month into learning blender and the game I'm designing for has to start with an LOD under 500 tris, and most models max out at 10,000 tris at the highest LOD, so it definitely doesn't encourage accuracy in modeling. So this inspiration is useful for me to think about how and where to include accuracy, where it will have the most impact or be easiest to implement. You mentioned in the comments you'd be willing to illustrate how to lower the poly count a bit if there is demand out there. I'm certainly interested in any hacks. At one point I think I saw 200,000 tris in the corner, but probably that was just for one of the objects, not for this whole model once all the transforms are applied.
Hello and thank you! I'm really glad you appreciated the content. By decimating and baking you can get to a reasonable amount of tris; of course it's going to be a trade-off as severe as your need for optimization is. May do a video on that 👍
Absolutely brilliantly made tutorial! What a treat! When you think you know effective ways to use Blender people showing neat NDM with shape keys! Such awesomeness! One of the fastest subscribes! Cheers buddy and thank you!
This is the most useful Blender tutorial I've seen in a long time. Although I already knew all of the methods used here, the way you organized it and made it into an library asset and the whole workflow thing was super useful. All my files are just a long list of cube.018 and plane.016 and some Bezier curves over here and some empties over there, no organization at all. Your way is so clean, If I can use what I've learned from this it could definitely improve things a lot. I also liked how you used shape keys for non destructive modelling, only ever used those for animation, never even thought about using them like this. Thanks.
This is very impressive, I once tried to make a ionic column in 3ds max years ago but lost the file, now i've moved over to blender, i think i might try again, and this should be a big help. I'd love to know how/if this can be done with geometry nodes, making it fully procedural.
Great tutorial, but you forgot to mention one simple detail about column proportions. The diameter of a column decreases from full at bottom 1/3 of it, to fraction of it (usually 6/7 or 7/8 if I remember corectly [but that ratio also changes with the height of the column]) at the top. But apart from that, tutorial is great and very informative. I wish I could see this when I was struggling to make corinthian pillars for the tenement I was reconstructing 2 months ago, it would have saved me a lot of time and mistakes xd
Amazing tutorial,huge thanks!!! I'm tryin to follow along,but always get stuck on the moment when you making the first "ring". My leafs rotates on z axis like it should but at the same time each leaf rotates on its origin,and i dont now how to fix it. Does anyone has the same problem?
Got too complicated for me with the instancing, parenting, some of it went way too fast. The modeling techniques though are very good, I finally feel confident at modeling this stuff.
Hello, loved your tutorial, very helpful and I learned a lot of things about modelling in blender as a whole. One question though: How would one go about texturing this mesh? It seems unwrapping this behemoth must be an absolute nightmare. (((Also, do you happen to have a second YT channel focused on late roman history? Your voice seems awfully familiar ( ; )))
When I attempt to rotate the Empty at 2:27, my leaves are placed in the correct positions, but they don't rotate correctly like they do in the video. I'm pretty sure I've done everything according to the instructions so far
Super informative, well explained and produced!! have you ever thought about using some geonodes setup to simplify your instancing process for circular arrays? I think it could ease you workflow a bit 😁In ogni caso complimenti per tutti i tuoi contenuti, davvero spettacolari e piacevoli da seguire. Saluti da Brescia :)
At 14:44 my adjust extrusion setting in the object data properties only let's me extrude in the normal axis (i.e. the spiral has been drawn in the x-y plane so it extrudes along the z-axis). How can I change my settings to extrude in the x-y plane like he does in the video?
Super tuto as always! Will be helpful for my current project! But actually, it is for an 1R app, so really need to optimize it a lot, so I guess I should bake it to a low poly model?
Thank you! I tried out of curiosity and if you need it you can create a low poly version by simply removing all the subdivs and then bake from the high poly. You can also try to decimate if that's still too much 👍
I really like the way you model ! this is such a nice peace but I have a Question... could you make a video where you show how to make this as low poly with the same details ? because it is awsome but my machine won't handle 5 of them and especially with a bigger scene sice this object alone is 1.1M faces. thank you so much and continue the great work !
After completing this tutorial, I feel that this model is quite resource-intensive and places a significant burden on the computer. Even when using the LINK method, the burden remains high. Are there any methods to reduce this burden? If adding just four columns to the scene causes computer lag, it's nearly impossible to complete the entire scene. Lastly, thank you for creating this tutorial; it's a fantastic video, and I hope you can keep it updated.
Thank you. You could create a lower poly version by removing subsurf/decimating and then baking from high to low. May do a video on that as I got a few requests already!
Hi bro it s brilliant but my hand made arrayed leaves are rotating when I make the instances rotation. Plane leaf and empty at the same origin and I am making rotation about the world centre ☹
Hello, only scale needs to be applied (I did it right after placing the leaf, the empty and the lattice on the column + you need to apply the scale only for the leaf). Let me know!
Dear sir! Please forgive my narrow-mindedness, but I have a problem. If I move _MAIN_CONTROLLER along the Z-axis as you do, everything looks fine. But, if I move it arbitrarily in space, my GL_LEAFS fly apart from the capitals. I tried modelling GL in different ways: creating instances resulted in a complete mess, MIRROR (two ways) gave similar results - perfect view of the capitals in static mode and when moving _MAIN_CONTROLLER vertically, but resulted in ugly flying GL_LEAFS (and only them!) at any other movement. What did I do wrong? Most likely, building the colonnade using instances and hiding the original source makes my "problem" meaningless (I haven't checked this yet, as I've been busy texturing the column out of desperation). But my heart clutches at the feeling of some incompleteness: yes, the rabbit has been pulled out of the hat, but it doesn't seem to be alive. Some kind of solution would be to position the GL in edit mode, but to do that you have to apply all modifiers (except subsurf), but that's not possible because of the Shape Keys. Is it possible to apply Shape Keys? This would eventually lead to the creation of GL_Leaf from scratch, completely destroying the concept of non-destructive modeling.
Hello Sir, the easiest solution is to instance to scene the collection containing the main controller (I would use "link" foto that). In this way you can manipulate it freely without any disruption in the workflow 👍. The other option would be to place all of the actual empties used for placement into the main collection as well.
I personally found this much harder to follow than part 1 of your column tutorial. I can tell you do things that aren't clearly shown in the tutorial that force me to spend more time using google than time watching your tutorial. I follow this step by step, over and over again to make sure, and items don't rotate right, don't scale right, etc. until I figure out a solution on my own. Very frustrating for a beginner. Also, you seem to skim over important details really fast making them easy to miss. Otherwise you're a very talented designer.
Like user xcessiveO_o I am surprised and happy that you provided such high quality content for free. Of course, such great work has to be paid for, but once again I express my gratitude to you, because I live in a place where any overseas money transfer is not possible. I don't even have a bank card of any kind. ☹
I'm really happy you found the content useful. Well I guess that should be the purpose of platforms such as YT, to make knowledge accesible to anyone anywhere 👍