I’ve been using and learning blender for getting on 15 years now man and honestly I did not expect to learn quite as I did 😂. Thank you, this was absolutely fantastic.
@ArtisansofVaul2 ай бұрын
😁😁😁Thanks so much. It's always great to know you've taught a veteran something new 😁
@ryanbarry7670 Жыл бұрын
I've just started getting into 3D modelling and I just want to say how much I value your videos. You explain things so clearly, you repeat everything just enough times to reinforce it in our minds without ever feeling repetitive, and you go through and explain each step along the way that I always come away with so many little tips and tricks to make my life easier. Thank you so much for the time and effort you spend in making these videos!
@ArtisansofVaul Жыл бұрын
Thanks so much! It's great to hear if you've got the right balance so your comment is massively appreciated. Hope the videos keep being helpful!
@BPCustomCreations2 жыл бұрын
This is a game changer! I am so grateful I found this early in the game!
@ArtisansofVaul2 жыл бұрын
Yeah it changed the way I did a lot of things that before had taken me FOREVER.
@jimmyzimms2 жыл бұрын
UHHHG you just saved me so much time in riveting! I've previously used inset faces and then set cursor to the selected vertex, copy object, move to cursor but that's SO time consuming. [mind blown] Thanks!
@ArtisansofVaul2 жыл бұрын
I was exactly the same until I discovered this. It totally changed my workflow (much to my relief)! Glad you're finding things useful.
@MartinJamesLittle2 жыл бұрын
Instancing the cable segments is genius.
@ArtisansofVaul2 жыл бұрын
Isn't it! Such a sinly way to fix a big problem. I can claim no credit, it was all Sergey from cablerator. But it made me realise its also a very easy way to make things like tracks with the tracks not deforming on a curve/etc.
@Yesmynameisbeef Жыл бұрын
I've spent hours trying to figure out the keywords and phrases to search to turn a procedural chain into geometry to export and not only did I get my answer but now I actually understand how the chain itself works! Thank you so much!
@ArtisansofVaul Жыл бұрын
😁 That's great to hear man. Really happy it's helped. You might also be interested in some of the instances you can do with Geometry Nodes now. I find it much more intuitive and simpler to set up. You can find the basics here: kzfaq.info/get/bejne/qbipqMV9uMqRaXk.html
@prathikjsk643017 күн бұрын
Great information sir, thankyou for sharing this video. 👏👏👏👏👏
@ArtisansofVaul11 күн бұрын
Always happy to be able to help and thanks for taking the time to comment :D
@amylin8520 Жыл бұрын
I come from Taiwan and am recently learning blender. After watching so many tutorials on youtube, I found that you are really a great teacher! You make complex things easy to understand. Thank you very much! Hope that you can make more tutorials.
@ArtisansofVaul Жыл бұрын
Thanks so much 😁 It's lovely to hear people are finding the tutorials helpful and easy to follow. Good luck on your Blender journey and do drop a comment if you ever have any difficulties or are looking for something specific.
@filamentio2 жыл бұрын
First of all: You are underratet ! What I have already learned on your channel, amazing! Second: I use this also for tank tracks!
@ArtisansofVaul2 жыл бұрын
Thanks so much 😁 Yeah it's fantastic for anything you don't want to be distorted but you want on a curve or something similar. I've used it for making a chain for example.
@kproductions9963 Жыл бұрын
Make instances real ! Exactly what I needed. Thank you . Had no idea
@ArtisansofVaul Жыл бұрын
No worries.
@David-to2hw2 жыл бұрын
the custom bit approve that. Fantastic tutorial, congratulation :D
@konichiwatanabi2 жыл бұрын
THIS just made organizing awesome
@ArtisansofVaul2 жыл бұрын
Glad it's going to be helpful 👍
@konichiwatanabi2 жыл бұрын
@@ArtisansofVaul Quick question for you: my child object that is being instanced around the parent object's faces (ico sphere) displays one huge instance while the remaining instances are the correct size and uniform in scale. Any idea why this is happening?
@ArtisansofVaul2 жыл бұрын
@SolarMx6 It's a bit hard for me to work out without a picture to be honest but is it where one of the instances should be?
@konichiwatanabi2 жыл бұрын
@@ArtisansofVaul it does look like one of the instances. It happens when I instance on faces and increase the factor of "Scale by Face Size" in the instancing options/Object Properties. The instances start very small, and as I increase factor to desired size, a single instance scales exponentially larger than the others. I will experiment with applying transforms, however this results in parent/child origins resetting to world origin. The adventure continues!
@ArtisansofVaul2 жыл бұрын
@SolarMx6 Hmm... I havent used that function to be able to help I'm affraid. But I will say that in some other uses (such as for scatter objects) it creates a new version of the original object as part of the process, though that is normally not in the location of one of the instances so I am not sure if thats it from what you have described.
@kainv.9221 Жыл бұрын
Thank you sooo much! Have been looking long for such a great Instancing explanation 🙏
@ArtisansofVaul Жыл бұрын
I'll be looking at instancing and alternative methods in a video in thr next couple of weeks as part of a project (specifically on making a tiled roof) so hopefully that will have some useful alternatives.
@kainv.9221 Жыл бұрын
@@ArtisansofVaul Looking forward to this video with some useful alternatives ! Btw, you can achieve a similar result with a Grid Modeler too (kind of) with the "Array Copy" function: kzfaq.info/get/bejne/aM2gmcynyL-0iIk.html (tutorial by Kushiro - 25:05 onwards.) The grid helps with the precision compared to the vanilla Array modifier. Just create a square face > multiply and align it with the Array Copy > create cubes out of the square faces > make it a sphere with a Subdivision modifier. Still not as exact, as you do it, but perhaps alittle faster.)
@ArtisansofVaul Жыл бұрын
@@kainv.9221 Cheers. I have grid modeller bur I just haven't had time to give it a play around yet. It's on my long list of "when I get time..." projects.
@longhairaddiction Жыл бұрын
wow ! brilliant ! - speechless
@ArtisansofVaul Жыл бұрын
Thanks so much. Just so you know you might want to check out this video as its even faster (and I would say easier) now using Geometry nodes: kzfaq.info/get/bejne/e95xpJN-v9_Keps.html
@jasonmcdade8837 Жыл бұрын
Massively helpful! Thanks so much for sharing and for your time!
@ArtisansofVaul Жыл бұрын
😁👍🏻 Cheers. Great to hear its useful.
@Land-Shark Жыл бұрын
Awesome! The vertex method will work great for the B-24 Liberator model I'm working on.
@ArtisansofVaul Жыл бұрын
Glad it's helping. You can also use geometry nodes now, which might be an even faster method! I cover that a little towards the end of this video: kzfaq.info/get/bejne/r7xlfs9l1JeXhnk.html
@Land-Shark Жыл бұрын
@@ArtisansofVaul I'll definitely try using the geo node method, and thank you! :)
@richardokeeffe83752 жыл бұрын
Thank you for sharing!
@ArtisansofVaul2 жыл бұрын
My pleasure. As always, thanks for the support.
@embacherjames Жыл бұрын
Thanks, Great Video!
@ArtisansofVaul Жыл бұрын
Glad you liked it!
@kalubandali22412 жыл бұрын
Thank you
@ArtisansofVaul2 жыл бұрын
You're welcome
@tony92506 Жыл бұрын
awesome video!!
@JesseBakerH7 ай бұрын
it's so weird that instancing isn't a modifier. I'm used to doing this with geometry nodes but i guess either way works for different purposes.
@ArtisansofVaul7 ай бұрын
I would do it with Geometry nodes now as well. Much easier and more intuitive.
@mgkroth Жыл бұрын
Great tutorial! This will save me a lot of time and frustration. If the face was a curved surface and the rivets were flatter, how would you get the rivets(instances) to point in the direction of the curve at the instanced point?
@ArtisansofVaul Жыл бұрын
It's a different technique but this would work well (you can actually combine the two ideas together as well): kzfaq.info/get/bejne/rayRgqd-p96-dGg.html
@Dakarus84 Жыл бұрын
can imagine that you could also make jewelry like Space Wolfs the tooth and claw necklaces
@ArtisansofVaul Жыл бұрын
Definetly. Though I'd say you're now better off using Geometry nodes, you could even randomise the objects that way to have different teeth. You can see the randomising process here: kzfaq.info/get/bejne/qdGZh6l4nqvJiZ8.html Ans the general things you can do instances along something like a curve for a necklace here: kzfaq.info/get/bejne/qbipqMV9uMqRaXk.html
@hugoshobbies1688 Жыл бұрын
This was really helpful as my main goal is to create 3D printed models of WW2 tanks, which often have lots of rivets. However, I have two questions regarding this method. 1. Around minute 16: After I deleted the panel with the rivets, they are no longer parented to the whole object (I parented the panel to the box before). Did I miss something? Is there any way to prevent this? Or should I just re-parent all the rivets to the box they sit on afterwards? 2. What would be the way to use the same method on multiple plates in one model? As far as I know, the sphere can only be parented to a single object. Lastly, I have a general question: My final goal is to produce nicely detailed WW2 tanks in 1/72nd scale (20 mm). However, I'm also interested in other scales and uses, and I would like to end up with a perfectly detailed and proportioned model that may not be suitable for printing, but instead would be more suited for use as a purely digital object. For that, I may need to vary the level of details and material thickness to avoid problems with printing the models. Is there a simple way to sort of downscale the level of detail of a model, similar to how details are rendered based on distance in computer games? Could this be handled by slicing software or specialized software for such tasks? If there's no simple solution and I really have to build different models for different purposes, which way would make more sense in terms of an efficient workflow: building a lifelike model with all the details to scale first and then reducing the details afterwards for printing, or the other way around? For example, building a basic model that can be refined with more delicate details later?
@ArtisansofVaul Жыл бұрын
Great questions and glad you found it helpful. So: 1: You would need to re-parent them I think. It's a little frustrating but it shouldn't take long. 2. If you add a second plate inside edit mode to the object that can work or else you might want to just make a second sphere to parent. You might want to check out these two videos as well. They look at a similar idea bur use Geometry nodes which now I would say are a superior way of going about this process for different results: kzfaq.info/get/bejne/r7xlfs9l1JeXhnk.html kzfaq.info/get/bejne/rayRgqd-p96-dGg.html The modelling part is tricky, sometimes it's possible but in other examples the parts can just become too small. It depends on how much variation you're talking between the different sizes but I generally try to avoid any structurally integral plate being less than 0.8-1mm in thickness.
@ThugRiveSud5 ай бұрын
Hi Artisan ! You are doing a great work on your videos ! I know your video was one year ago, but I have an issue with this tuto. When I select my faces and click "I" like you at 12:00, my faces are schreking separaltly and not in one face like you. I ve checked all .. .whats wrong ?
@ArtisansofVaul5 ай бұрын
Just hit "i" again and it changes the mode to do it together. Hit it again to swap back to individual 👍🏻
@AptemSK5 ай бұрын
18:30 Также можно использовать пустышку для определения положения на кривой, а сам объект привязывать к пустышке, деформаций объекта не будет
@ArtisansofVaul5 ай бұрын
Very much so, normally a plain. But in current editions of Blender I would say you'd be better off using Geometry Nodes instead if you don't want deformation: kzfaq.info/get/bejne/qbipqMV9uMqRaXk.html
@AptemSK5 ай бұрын
@@ArtisansofVaul Да, на нынешней версии блендера, я с тобой соглашусь
@therealKrak Жыл бұрын
Is there a way to align the rotation of the instances to the mesh I want it on? I created myself a grid by extruding single verteces and wanted to instance light models on each vertex but the rotation is really messed up if I click on "Align to vertex normal" and without... well
@ArtisansofVaul Жыл бұрын
Not with this method. But with Geometry Nodes it is (they are the way of the future now, seriously). I haven't got a video on that whole process at this point but I have a video you could use as a stand in workaround I think: kzfaq.info/get/bejne/rayRgqd-p96-dGg.html
@therealKrak Жыл бұрын
@@ArtisansofVaul Alright thanks! I will take a look
@Darkflight5 Жыл бұрын
I’m tryna parent two spheres to a rectangle but the object doesn’t show to appear to click to parent them
@ArtisansofVaul Жыл бұрын
I'm not sure what exactly is the issue. Are the spheres not showing? Is it the rectangle that isn't showing? Are you just parenting or trying to instance as well?
@Darkflight5 Жыл бұрын
@@ArtisansofVaul I’m trying to parent but idk why one of the spheres is the parent it’s like it won’t let me parent to the rectangle if that makes sense ?
@egystan Жыл бұрын
7:31 may I asking for something (shift+s) ...how could I get the lower origan options, Is it an addon !!!
@ArtisansofVaul Жыл бұрын
Hi there. Its an addon called Machin3 Tools. You can get it free from Gumroad and it comes with LOADS of fantastic tools. Ive got a whole playlist on some of the things it can do here: kzfaq.info/sun/PLnqmLZKRm5CYGKLbXGa3l74XPxTi45ft2
@egystan Жыл бұрын
Oh thank u alot
@Krefey Жыл бұрын
do you use an add on to have the quad sphere available to you? It's not on my list of meshes available
@ArtisansofVaul Жыл бұрын
Quad spheres come with Machin3 Tools. If you go to Gumroad its free (or $1 if you go to Blender Marketplace). Alternatively you can add a cube and use a subdivision modifier to turn it into an almost sphere. But Id go with Machin3 Tools, it has SO many functions and is generally amazing. You can see some on my playlist here: kzfaq.info/sun/PLnqmLZKRm5CYGKLbXGa3l74XPxTi45ft2
@barbaro9154 Жыл бұрын
How did you show the Help menu in Tool bar at time 4:09? Is it an add-on?
@ArtisansofVaul Жыл бұрын
If you go to the tool menu and scroll down it has all the options there and it will stay at that lower point when you go onto a new tool. Hope that helps.
@HrafnNordhri11 ай бұрын
Instancing a flatted icosphere as a rivet around a circle gave less that desired results. Even checking align to vertex didn't change the rotation. So trying to do this around a somewhat circular object has failed.
@ArtisansofVaul11 ай бұрын
Yeah, this is quite an old video and while it does work for what you're doing (and just generally) you might be better off with using a simple radial array or maybe geometry nodes for a much nicer experience. Here are some videos that might help out (again depending what you're trying to achieve): Radial Array (free): kzfaq.info/get/bejne/rquWjcSC0NPcZY0.htmlsi=U6Q3Y2OHjhO7sDy9 Radial Array (Hard Ops): kzfaq.info/get/bejne/jJtjmLqW17Omh58.htmlsi=GIMi00XjzZdmAtpi&t=593 Geometry Nodes for Rivets: kzfaq.info/get/bejne/qZ9ynZCLm63MoIE.htmlsi=uEHZ0YDcUJdmfZDy&t=1644 Another Geometry Nodes for Rivets: kzfaq.info/get/bejne/r7xlfs9l1JeXhnk.htmlsi=vBFxTkVRjVGqsocq&t=951 Crazy rivet setup possibility: kzfaq.info/get/bejne/rayRgqd-p96-dGg.htmlsi=E3dGz5gB8ZGjSCLJ
@HrafnNordhri11 ай бұрын
@@ArtisansofVaul problem is, I made a pixar styled sub.. so I wanted rivets on the nose section which isn't exaclty round. :) The radial array won't work without much tweaking. I can't stand hard ops so I often ignore that part of your videos.. sorry to say.
@ArtisansofVaul11 ай бұрын
@@HrafnNordhri 🤣 Im not sure what there is to hate about Hard Ops but each to their own. Probably the geometry nodes then.
@HrafnNordhri11 ай бұрын
@@ArtisansofVaul all good. We like what we like :D Still love your vids :D
@tohneyteoh Жыл бұрын
13:47 what does align to vertex do?
@ArtisansofVaul Жыл бұрын
Sorry I couldnt see any reference to aligning vertices at that point of the video. Do you mean for the instancing?
@tohneyteoh Жыл бұрын
@@ArtisansofVaul there's a check box "align to vertex" in the right bottom corner. What does it do?
@tohneyteoh Жыл бұрын
Here my situation: i want to use instancing method to create an array around a point. All the instances need to bend towards the centre. Can it be done with this method?
@ArtisansofVaul Жыл бұрын
@@tohneyteoh This will align the instance in the same direction as the normals of the vertex being aligned to I believe.
@ArtisansofVaul Жыл бұрын
@@tohneyteoh Just checking is this being arrayed around one point or many points? And when you say bend towards the centre do you mean the object being instanced as a "point" or bit sticking out that needs to be pointed towards the centre?
@koryaiine73932 жыл бұрын
10:30 rivets
@neilcollins73712 жыл бұрын
Huh?
@koryaiine73932 жыл бұрын
@@neilcollins7371 just making a bookmark for reference later
@ArtisansofVaul2 жыл бұрын
@@koryaiine7393 Ah, that makes sense. I was worried I'd misspoken and it was a correction 🤣
@koryaiine73932 жыл бұрын
@@ArtisansofVaul oh hehehe! 😀😘
@user-ch2hf3uh5rАй бұрын
How did you give your objects color in view port shading?
@ArtisansofVaulАй бұрын
I've got a video thay covers everything here 😁 kzfaq.info/get/bejne/pdihp5t33J3VaKM.html