The edge split seems like a good technique. This is the first time I have seen this modifier used like this. I am gonna keep that in mind. Great vid as usual
Yeah, it's a tool that's a bit of a hidden gem. It could also be done with ripping verts but I think that would take much longer in this instance as you need them to move in different directions. You can see vert ripping here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-8KOt9Imp_Zw.html
Wow, I didn't know I could that smoothing... Usually I don't use Blender for my workflow because I'm not capable yet, but this is such a big change to my knowledge.
This is really nice! I always used splines and patching for hull modelling, which was highly precise but prone to localised shading problems, and not always straightforward to achieve the planks. This is a great approach. Thanks for the tutorial!
Thanks so much. As you say I'm sure you get some really good results in terms of a smooth and accurate hull shape using that method. I just find the other details harder to them make work (as you've also identified). Glad I could be of help 👍🏻😁
@@ArtisansofVaul is a specialist field, is just an opportunity to pick up more trivia. I messed around in canoes as a kid so I have some dimly recalled lore bouncing around in my head, but honestly not much.
Interesting fact, to water tight the ship hull, they would coat a twisted line of cloth with tar or something like it and use a wedge to force it between planks. They would repeat the process 3 times which would create a rather good watertight seal.
Great tutorial as always. There are a lot of great modelling tips packed into this. Things the took me a long time to learn. I wish your tutorials were around when I first started learning Blender, they would have saved me a lot of time!
Tires would be cool. Sandbags is something I've looked into and I've get to find a good "trick" to make it easier, which is frustrating. I played around with some physics stuff but they always ended looking like fluffy cushions instead of sandbags 😅 I'll keep hunting though. For trees there are some good add ons but I haven't tested them for 3D printing. I'll have to have a look again.
At about the 3:05 mark, you cancelled out of the proportional editing/move tool to change the falloff type manually from the proportional editing menu. You could have alternatively left this tool and mode live and while holding down Shift, press O to toggle the next falloff (continuously pressing O will cycle through the different falloffs until you find the one that you want). This workflow is much faster!
This is the closest video I can see to ask the question on but I have a weird one / personal. When adding detail such as wood grain (as you would on the outside of a boat for example) do you think it is better to do it through sculpting (which is what I currently do) or should I learn about displace/texture modifiers to "dig into" the wooden planks? I still am unsure if that would actually make detail for 3D printing, so never learned about it. I have only used textures in digital art with PS, which cannot be 3D printed, obviously.
Good question without one real answer. It depends on the result you want. Displacement textures are faster but can add even more geometry than sculpting to get a good texture and on edges they can have issues. If it was me I usually sculpt wood grain as I think it looks better and I actually find it quite relaxing. And it does print pretty well in my experience. I actually have a video on methods of making wood grain if you're interested: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-ITVOllroIaE.html
@@ArtisansofVaul Well thanks for the non-answer. GER! Just kidding, I'll check the video out. Start a project, look up a video for help, and then see I started it a completely different way and their help won't help me. Ha.
That's just a rendering "issue" with the cavity because of the higher number of vertices at that point combined with the cavity being on. It wouldn't appear in something like a print or a render 👍🏻 Good spot and good question!
Hello, I can only do proportional editing on one side and not like in the video with two points/sides. Yesterday i could but today it doesn't work. I don't find a solution and I would be very thankful for an answer.
Can you do one where you start with a circle of vertices and model it from its outline when looking exactly down on it, so the waterline outline or lower or higher depending where you wanna start.
@@ArtisansofVaul Pull 2 perpendicular vertices out of the flat circle and you already have a good boat shape, or pull a few perpendicular vertices with prop. editing to get other front and end shaped boats, if you want the end squared like your you can select about 1 quarter of the circles vertices on the stern side and make them flat using S, X(or other axis), 0, Enter, to make the scale of those vertices 0 or flat.
@user-ez7ls2du9c It's not that I don't know how to do it, I just wouldn't work through it in that way. But it seems you're perfectly happy with how to do it this way already so you don't need me to show you 👍🏻
Hello, I am making a simple animation of boat. With the purpose that this animation can give me best shape of a lower part of a boat in water and that boat has good aerodinamic. So i can make it in real life. Do you have any recomendation about how do i get to this shape without using programming. I am on a schedule, so i would be very happy for answers. Thank you very much!
If you want to create something actually aerodynamic you could use this but if you don't need to model the individual planks (just the general shape) then you're probably better off with lofting the shape between set points. I've got a video on that here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-702TpBZpvUA.html
Hello, I decided to make a Thunder child boat model. Can you tell me, how to make a 24 degree deadrise at the transom transitions to a wave piercing bow? Thank you very much!
@@ArtisansofVaul Your very welcome! Exactly what I was thinking. Well done, it inspires me to try and build on that. I was thinking it would make a great scene prop.
No it's still the same. Be aware there is an align tool and an align pie which do different things: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-5pECcY3vf7g.html
Amazing video as aways dude! Just a question: have you ever tought of making a Discord server? Maybe the community can hang out together while modeling and helping each other out!
Thanks so much 😁 We actually have a Discord server! I started it last week. It's tied into the Patreon so if you're interested please consider heading on over and it really helps put the channel. 👍🏻
@Sir_Handyman No problem. I'm here to help (or at least try to). Is there any chance you could find me on Instagram and send me a video of your Machine Tools settings and then show me trying the Alt+A align? I know it's a pain but I can't think of another way to check out what's happening.
I'd disagree (though of course you're welcome to your opinion). Being used to using it I find Blender pretty intuitive on how to go about things. Admittedly it's not as obvious as something like 3D builder for some tasks but that's not surprising as it is vastly more complex/powerful. In the end its a skill, you practice and it becomes more intuitive, at one point you had to think about each action as you drive a car, after a while it becomes very natural.