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Blender Secrets - Add Seamless Details without Booleans using Shrinkwrap and Snapping

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Blender Secrets

Blender Secrets

2 жыл бұрын

Adding details to a surface makes a hard surface object looks more interesting. But it’s often a lot of work to integrate objects that are added using boolean techniques with retopology. What if you could skip all that work and still have it look seamless?
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Пікірлер: 137
@irfanhossainbhuiyanstudent3757
@irfanhossainbhuiyanstudent3757 2 жыл бұрын
Well you don't need to select every edge loop and set weight,you can just select the outer edge assign weight 1,then in weight paint mode (f3->smooth weight paint)
@fundorinlive
@fundorinlive 2 жыл бұрын
Also, data transfer modifier (normals) helps with reducing that visible edge between two meshes
@BlenderSecrets
@BlenderSecrets 2 жыл бұрын
I know, the next video will be about that
@issac7787
@issac7787 Жыл бұрын
I didn't consider that thanks stranger
@SaranjivacSRB
@SaranjivacSRB Ай бұрын
@@BlenderSecrets For us watching this years later, it would be nice to have a link to that video instead of having to search it tho.
@BlenderSecrets
@BlenderSecrets Ай бұрын
@@SaranjivacSRB it's the next video in the playlist
@jjj-sl2ok
@jjj-sl2ok 2 жыл бұрын
Thank you so much, i've been googling "how to merge mesh while keeping separate." So far this has been perfect
@pile333
@pile333 2 жыл бұрын
Yeah, Shrinkwrap is more useful than it is generally supposed to be. 😁
@ruslankazimov622
@ruslankazimov622 2 жыл бұрын
Yep
@KenalLouis
@KenalLouis 2 жыл бұрын
This is going to prove incredibly helpful in complex shape models. Thank you!!
@Vik-b_d
@Vik-b_d Жыл бұрын
Never would have thought that it could be done. But separately, all these tools have been used more than once. Some kind of tin. Thank you. Very powerful.
@neverpure20
@neverpure20 2 жыл бұрын
Wow that's awesome Using modifiers correctly is really useful
@toerroris
@toerroris Жыл бұрын
Thank you, this is concise and to the point, unlike most video tutorials.
@BigbossShoshka
@BigbossShoshka Жыл бұрын
I fucking LOVE this channel. Every time a video pops up in my recommended and I check one out, I learn some groundbreaking trick that solves a headache I've had at one point. And that fact they're so professionally done, in super short vids, with concise and clear explanation. I have DROWNED hours watching videos cover aspects of blender and they take AGES to explain something that should be relatively simple.
@activemotionpictures
@activemotionpictures 2 жыл бұрын
This is pure genius! thanks for sharing!
@MOUATEZTV
@MOUATEZTV 2 жыл бұрын
How did i never think of this ! Thank you very much this is really useful !
@gamheroes
@gamheroes Жыл бұрын
Very creative this way of weighting the snapping
@Shazumbi
@Shazumbi 5 ай бұрын
Holy moly, took me a few different searches, but finally found something that will allow me to make progress on a project. Much love, man. I really need to get a better grasp on vertex groups.
@user-cw4ss2ld3o
@user-cw4ss2ld3o 5 ай бұрын
so cool
@poweredbygeeko
@poweredbygeeko 2 жыл бұрын
That's a really nifty trick.. very nice!! 👍👍👍
@streamingvideo6654
@streamingvideo6654 4 ай бұрын
Awesome technique! Thanks!
@PowerBiWithVivek
@PowerBiWithVivek 2 жыл бұрын
Very cool trick ,i will use this in my workflow.
@karleclaire
@karleclaire 2 жыл бұрын
This is very helpful, thanks!
@im_Dafox
@im_Dafox 2 жыл бұрын
...Non destructive booleans. Amazing 🤘 Thanks a lot !
@dimitrilalushi4693
@dimitrilalushi4693 2 жыл бұрын
The shortest explanation of this method in the Web. Thanks! : - )
@ibrahimhamdi117
@ibrahimhamdi117 2 жыл бұрын
It's very useful, thank you!
@RSpudieD
@RSpudieD 2 жыл бұрын
This is such a cool tip (plus the one from Irfan)! Awesome! (the other tip incase it get's deleted at some point: Well you don't need to select every edge loop and set weight,you can just select the outer edge assign weight 1,then in weight paint mode (f3->smooth weight paint))
@corvette724
@corvette724 2 жыл бұрын
a revelation for my aircraft modelling. Fairings, nacelles... all the stuff never looking really good, it`s past, thx so much
@muffakhamjah2462
@muffakhamjah2462 2 жыл бұрын
Great tutorial in a short time
@timkruger7365
@timkruger7365 2 жыл бұрын
Holy Moly, that is a key solution to a ton of stuff. Thank you random stranger :D
@microdraw1278
@microdraw1278 2 жыл бұрын
your KZfaq Channel is so useful, you deserve more subscribers, views and Likes
@boriskourt
@boriskourt 2 жыл бұрын
Another magic trick! Thanks :)
@CosmicComputer
@CosmicComputer 2 жыл бұрын
Whoa that’s a really genius technique
@Glowbox3D
@Glowbox3D 2 жыл бұрын
One of my faves!
@abiyyupanggalih854
@abiyyupanggalih854 2 жыл бұрын
thanks for the tips
@FarukAhmet
@FarukAhmet 2 жыл бұрын
Very nice!
@user-qk9vw8sm8d
@user-qk9vw8sm8d 2 жыл бұрын
Very good! Thx.
@EdKidgell
@EdKidgell 2 жыл бұрын
Excellent!
@hlahtunthein2830
@hlahtunthein2830 2 жыл бұрын
thank you so much
@LouisCocquet
@LouisCocquet 2 жыл бұрын
Legend thanks a lot !!
@mamadshonazaramonov3010
@mamadshonazaramonov3010 2 жыл бұрын
Lovely!
@johand3114
@johand3114 2 жыл бұрын
it's even better than boolean cuz it gives you the feel of it being welded down 👍 👍
@user-gu5jb6vc8n
@user-gu5jb6vc8n 2 жыл бұрын
wooooow you are the best thank u so much
@Marcelo-qu5qi
@Marcelo-qu5qi 2 жыл бұрын
Very good
@PrinceWesterburg
@PrinceWesterburg 2 жыл бұрын
Elegant!
@rocksinshoe9930
@rocksinshoe9930 2 жыл бұрын
You are amazing
@exchangevisual6252
@exchangevisual6252 2 жыл бұрын
Solid!
@Jen-R
@Jen-R 2 жыл бұрын
Great!!!
@naumoff6407
@naumoff6407 2 жыл бұрын
You are the bast 🤝
@LittleCaira
@LittleCaira 11 ай бұрын
Thnx for the tut its great! :) .. One question tho - this is lets say non destructive approach. But when u need to texture objects afterwards you do connect the together via ctrl+J, than do some sort of clean up? Or what do you have to do in order to clean up for texturing?
@theluc1f3r93
@theluc1f3r93 Жыл бұрын
that thumbnail looks like shoulder armor of Cloud Strife from FF7 :D
@theforest8882
@theforest8882 2 жыл бұрын
Nice
@nazirich
@nazirich 2 жыл бұрын
Wow!
@HanSolocambo
@HanSolocambo 10 ай бұрын
When I select a loop, a single vertex, any part of the geometry, and assign a vertex groups weight, it also changes all the other vertices weight. I can't see to be able to assign different weights within the same geometry. Do you have any idea of what I may doing wrong please ?
@matbrady123456
@matbrady123456 2 жыл бұрын
That just blew my mind. For that, good sir, you've just earned yourself a subscriber. Well done. :)
@Latvian3Dman
@Latvian3Dman 2 жыл бұрын
Magic
@enis_ak
@enis_ak 2 жыл бұрын
adamın dibisin
@rickyruffle
@rickyruffle 6 ай бұрын
I had to delete the bottom face to get it to bevel correctly. Which extrude type did you use?
@lordferdinand85
@lordferdinand85 2 жыл бұрын
Does this work to make holes?
@Rybz
@Rybz 2 жыл бұрын
On shrinkwrap, *Nearest Surface Point* doesn't make a perfect curvature in mine, so I tried the others, and *Tangent Normal Project* instead fixes it.
@RaffoVFX
@RaffoVFX 2 жыл бұрын
Gold one
@VengeanceMkII
@VengeanceMkII Жыл бұрын
I bought the book because of this.
@BlenderSecrets
@BlenderSecrets Жыл бұрын
Thank you for your support!
@alperozgunyesil
@alperozgunyesil 2 жыл бұрын
❤️
@user-eh2kt9bt5k
@user-eh2kt9bt5k 2 жыл бұрын
Holy crap this is some advance stuff
@blazejpopowicz1362
@blazejpopowicz1362 Жыл бұрын
Hello, this is very good ( thumbs up) and I have recreated this effect - but when I went on to render the image ( using default rendering settings), objects are no longer seamless in the rendered image. Is there a setting that needs changing for the render?
@blazejpopowicz1362
@blazejpopowicz1362 Жыл бұрын
never mind, got it :)😂
@BlenderSecrets
@BlenderSecrets Жыл бұрын
Do tell, what was the issue?
@low-sound
@low-sound 2 жыл бұрын
No boolean cleanup?? Thats so much useful
@alexissanchez2307
@alexissanchez2307 2 ай бұрын
How do i know my weights are applied? I cant seem to tell
@walter_the_danger
@walter_the_danger 2 жыл бұрын
you can refine this method by using data transfer - custom normals
@BlenderSecrets
@BlenderSecrets 2 жыл бұрын
The next video will cover that ;-)
@user-eh2kt9bt5k
@user-eh2kt9bt5k 2 жыл бұрын
cook me meth haizenburger
@llYuki0okami
@llYuki0okami 8 ай бұрын
In my case, I'm dealing with a very irregular shape (changing the character's body parts) and I'm getting bad results, I don't know how to glue it so that it fits perfectly (face snapping is too imprecise), and i made things you sad in data transfer video still effect is not smooth enough
@Tom-ef1mz
@Tom-ef1mz 2 жыл бұрын
Your video script is shorter than the thank you letter I was about to type.
@addictedsociety9442
@addictedsociety9442 2 жыл бұрын
How to get one smooth uv when i use this?
@BlenderSecrets
@BlenderSecrets 2 жыл бұрын
What do you mean with a "smooth uv"?
@sebbosebbo9794
@sebbosebbo9794 Жыл бұрын
how too..or is there a workflow to bring that to game engine or make it game engine ready or is it ready. .can this be baked....
@BlenderSecrets
@BlenderSecrets Жыл бұрын
Normals can certainly be baked into the mesh! That should totally carry over... but do test it with one, before doing a lot of work. You would just have to apply the shrinkwrap modifier.
@seff6374
@seff6374 Жыл бұрын
Is there a way to do same trick, but inside of the mesh? If you want like holes
@BlenderSecrets
@BlenderSecrets Жыл бұрын
Great question! I will try and see if I can make a video about it.
@BlenderSecrets
@BlenderSecrets Жыл бұрын
Tried it but no, it's not possible - at least not with snapping enabled.
@seff6374
@seff6374 Жыл бұрын
@@BlenderSecrets thanks for trying. would be easy floaters i guess. there is so much work with floaters on curved area, especially if you trying to run some pipes in these holes. then you have to mix AO in photoshop... that's a bit annoying
@Dafic_1
@Dafic_1 11 ай бұрын
и где это видео было раньше Спасибо!!!!
@leptum6804
@leptum6804 Жыл бұрын
Max Puliero he released this kind of modeling 5 years ago, and it was not even indicated)
@maxstepaniuk4355
@maxstepaniuk4355 2 жыл бұрын
One moment is unclear.We asign four loops as vertex group. Then select outer loop and asign weight of 1, then we select second loop and asign 0.8. Does it really remembers the weight for each loop, cause when i select the loop that i asign weight 1, it still shows weight 0.4-the last one i asigned. PS: Seems like it works just fine. It's weird Blender doesn't show loop weight dynamically on selection. Feels this part of Blender lacks a lot.
@BlenderSecrets
@BlenderSecrets 2 жыл бұрын
That's odd. You can see it in Weight Paint mode, the color goes from weight 1 to weight 0.
@maxstepaniuk4355
@maxstepaniuk4355 2 жыл бұрын
@@BlenderSecrets Ahh....i see now. Though it would be more convenient to see weight value on selection or in vertex group window.
@BlenderSecrets
@BlenderSecrets 2 жыл бұрын
@@maxstepaniuk4355 Ah, now I understand what you mean. It only works the other way around, you can select everything based on a value. You’re right, that would be convenient. Maybe suggest it to the Blender devs?
@maxstepaniuk4355
@maxstepaniuk4355 2 жыл бұрын
@@BlenderSecrets Just did it on Right click select. Don't know any other places to suggest.
@joey848
@joey848 2 жыл бұрын
@@BlenderSecrets This was the issue I was having. I was looking for numerical feedback of assigned values.
@MichaelProstka
@MichaelProstka 2 жыл бұрын
NICE! Quick and to the point. Who downvoted this?
@BlenderSecrets
@BlenderSecrets 2 жыл бұрын
Don't worry about it, for the algorithm it's all the same! 😁 Maybe they won't see my videos recommended anymore, I guess.
@US-vy8up
@US-vy8up 2 жыл бұрын
thank u thank u thank u very nice very handsome
@joey848
@joey848 2 жыл бұрын
Vertices in the same group don't seem to retain individual weights.
@BlenderSecrets
@BlenderSecrets 2 жыл бұрын
If they don't, something is wrong. Individual weights is the whole point of vertex groups and weight painting ;-)
@joey848
@joey848 2 жыл бұрын
@@BlenderSecrets Something's wrong then. Every time I change the weight of a single vertex in the group, they all change to that weight. I've selected them by loop as well as individually.
@joey848
@joey848 2 жыл бұрын
Nvm, I thought the Vertex Group panel would show the assigned weight of a vertex or loop when reselected. So apparently the 'heat map' in Texture Paint mode is the only way to 'know' the value of an assigned weight.
@lsscpp
@lsscpp 2 жыл бұрын
If you're not going to have closeups, there's a way to achieve something similar with a shader trick too
@BlenderSecrets
@BlenderSecrets 2 жыл бұрын
You're probably talking about Data Transfer of Normals, I'll show how to do that tomorrow.
@lsscpp
@lsscpp 2 жыл бұрын
Nope it's a shader trick that involves lightpath transparency and blackface. If I remember how to achieve it (or found the tutorial) I can share
@lsscpp
@lsscpp 2 жыл бұрын
Hey Jan, I finally found the video explaining the awesome trick! ... kzfaq.info/get/bejne/nrSih7J0ubunmmg.html
@carthkaras6449
@carthkaras6449 2 жыл бұрын
@@lsscpp merci
@meh2063
@meh2063 2 жыл бұрын
@@lsscpp have you remembered tho
@wrichards123
@wrichards123 2 жыл бұрын
shoot me now!!! nice
@GerardMenvussa
@GerardMenvussa 2 жыл бұрын
Sorcery!
@jeffreyspinner9720
@jeffreyspinner9720 Жыл бұрын
Now I'm more in awe of how KitOps does it... his snap to surface looks cleaner. Love your stuff anyways 😋
@matslarsson5988
@matslarsson5988 Жыл бұрын
I guess using this method wouldn't work well with textures?
@rickyruffle
@rickyruffle 6 ай бұрын
If you're wondering why your object is inside the target and not outside, it's probably just upside down. Just figured it out after an hour haha.
@jaysprenkle1026
@jaysprenkle1026 2 жыл бұрын
I sculpt for 3d printing. Booleans don't work so this got my attention. This doesn't merge geometry and remove the hidden polys below the added details. It still might work if the details added are manifold though. Thanks
@BlenderSecrets
@BlenderSecrets 2 жыл бұрын
No, I don't think this technique will help you for 3D printing. Booleans should be fine, but whenever I prepare something for printing I will ALWAYS retopo with an automated remeshing algorithm, and reproject the detail onto that to get a perfect watertight mesh. Like this: kzfaq.info/get/bejne/gdWneLODrsyxXas.html
@jaysprenkle1026
@jaysprenkle1026 2 жыл бұрын
@@BlenderSecrets boolean generates bad geometry. More trouble than it's worth
@iterenzi
@iterenzi 2 жыл бұрын
what the hell it was that simple all along??
@parker2392
@parker2392 2 жыл бұрын
So in my Blender freshman new born baby brain, this is like stretching a balloon around a door knob? 😂 if that makes sense.
@maksymrockatansky
@maksymrockatansky 2 жыл бұрын
This is straight away cheating! :D Thanks!
@Broadsmile1987
@Broadsmile1987 2 жыл бұрын
Now find a way to align UV map too
@BlenderSecrets
@BlenderSecrets 2 жыл бұрын
You mean like blend the texture between the different objects where they meet?
@Broadsmile1987
@Broadsmile1987 2 жыл бұрын
​@@BlenderSecrets That would actually be better than what I meant, which is a UV that would be generated as if you just extruded that part from the base mesh (which means heavy stretching without UV seams) 🤔I think it could be done with Python relatively easily: iterating over all vertices with weight 1 check on which faces of main mesh they land, convert that to UV coordinates and set that as UV coordinates of loops with those vertices. Now just pin those points and UV unwrap. Perhaps the blending solution would simply use 2 UV maps: this new one, the original one, and a material that blends color between them?
@doraafelfedezoofisol
@doraafelfedezoofisol 2 жыл бұрын
Is there any catch? No way it's that easy lmao
@fabbrobbaf
@fabbrobbaf 2 жыл бұрын
This video has one of the highest like/dislike ratio I've ever seen and it's well deserved.
@pablog.511
@pablog.511 4 ай бұрын
And if you want to animate this the problem is solved with parents???
@HMAnetwork
@HMAnetwork Жыл бұрын
Is there a way to separate the detail object from the main object and keep the new mesh as part of it?
@cosmicninja8901
@cosmicninja8901 2 жыл бұрын
Lovely!
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