instead of using an array + curve modifier you may want to use array + offset by rotation of empty since the array modifier has options of 'merge' and 'first last' meaning you won't have to apply the modifiers to connect the arrayed shape. i suggest starting from a cylinder that way the distance of the shape from the origin is perfect and already done. for example: > create cylinder > select a face, invert selection and delete the rest of the faces > model that face however you want (holes or whatever) > array the object the same number of vertices the cylinder had at the base faces at creation > disable 'constant offset' and 'relative offset' > create and empty (make sure it is not rotated, you cant press alt+r to reset it) > activate object offset and select empty > rotate empty on the axis the cylinder pointed (if the cylinder wasn't rotated its the z axis) by 360/[number of vertices of the base faces] degrees (if your cylinder has 6 side faces like in this example then rotate it by 360/60 = 60) >activate 'merge' and 'first last' > become happy *forgot to mention that if you wish to maintain the perfectly round shape at the end, you can simple deform bend the arrayed piece by 360/[number of vertices of the base faces] degrees sorry for my bad English, if anything is unclear reply what is unclear and ill explain. by the way, awesome video i learned some cool tricks from you. deg
@higorss
4 жыл бұрын
Yes but with this technic you can't change the size of that face because if you do it won't fit in the end. Once that the array + offset won't curve the edges, just rotate them. With array + curve you have the freedom to create the cylinder with how much arrays you want. You're not limited by the amount of vertices of that cylinder as you said.
@minegunvany
5 жыл бұрын
i was modeling a gun once and had to do these, but I used booleans and my shading was f'd up, thanks for this
@augustecomte3841
4 жыл бұрын
lol, I think we all tried that at first
@zerobio
7 жыл бұрын
This was incredibly helpful! Subscribed and thank you :)
@Phaire3D
7 жыл бұрын
Hey thanks, I'm glad that you liked, you're welcome ;)
@zerobio
7 жыл бұрын
Absolutely! I learned from you and have searched all your other videos for tips I can use. I really like the full length videos of modeling common items. For instance, the padlock was fantastic. I have so much to learn but seeing you do it really helps.
@Phaire3D
7 жыл бұрын
Thats so good to hear, thank you I really appreciate that :)
@zerobio
7 жыл бұрын
My pleasure
@artemgrib
5 жыл бұрын
watching your videos like a black magic tutorials :D very usefull for beginers
@子维-u1g
7 жыл бұрын
Thanks for sharing your techniques!
@Phaire3D
7 жыл бұрын
you're welcome!
@silentryu9566
5 жыл бұрын
;p this is the god damn best tutorial ever, I finally learned the trick :)
@Phaire3D
5 жыл бұрын
Great to read your comment! thanks for watching ;)
@marcosccipoleta
6 жыл бұрын
which command did you use at 7:32 (some variation of scale reversing the object)
@Phaire3D
6 жыл бұрын
S to scale then Y to lock in the Y axis and -1 to invert in the Y axis, if you press S + (X,Y,Z) + (-1) the selected mesh or object will be inverted
@marcosccipoleta
6 жыл бұрын
thank you! Your videos are very useful! Congratulations!!!
@Kcimor78
6 жыл бұрын
Great trick, array plus curve. I tried modeling that part of a revolver and it gave me some work, but, again, thats why i want to learm zbrush, would just take a cylinder and boolean the inner parts, they seem to ignore geometry in zbruah, poly modeling is kinda annoying for stuff like that. Also makes it hard to model the inner parts, the 6 holes for the bullets, again, just boolean the holes out wouod be alot easier. You could always have not added the edge loops to crease the edges, would make it easier to model and connect the holes for the inside, but would still be alot more work, kinda tired of brainstorming poly modeling, simple things are very simple anyway, and difficult things could be easier in something like zbrush... But organic shit is super hard, takes talent, like drawing.
@kumoryuuichi
6 жыл бұрын
You can still use Boolean modifiers in Blender, there's even a plug-in that binds them to hotkeys and hides the second object. You just have to worry a bit more about topology. This was a very long way of making a revolver chamber.
@millie2079
5 жыл бұрын
Boolean doesn't mean better, just quicker. The time saved 'modelling' is then added to cleaning up in order to apply textures and materials.
@jakubpukovec7755
7 жыл бұрын
Clever technique @ 9:49!
@Phaire3D
7 жыл бұрын
thanks ;)
@Zohaib6M
4 жыл бұрын
Enable ur key display so people know what you press please
@brennancurrier806
6 жыл бұрын
I totally forgot about the curve modifier LUL
@sedakara6060
5 жыл бұрын
which command did you use at 0:38 and 1.04
@Phaire3D
5 жыл бұрын
Hi, I was using the snap tool to join those vertices together, check out this video kzitem.info/news/bejne/sIuhvZyDj395hY4 to understand better, its a very useful tool
@Zohaib6M
4 жыл бұрын
Are you using add-on
@MrKerag
3 жыл бұрын
use mirror, bro..will save you time and effort.
@woodythewise5054
6 жыл бұрын
How he do dat
@aestheticaliber566
5 жыл бұрын
3:44 How you do that technique?
@Phaire3D
5 жыл бұрын
Hi, after I select two vertices I press J
@QuesterDesura
7 жыл бұрын
what command did u use at 0:39?
@Phaire3D
7 жыл бұрын
its a shortcut to repeat my last keys or command in that case I did a merge, W > Merge > At last, so when I pressed Shift + R it repeated that command
@kingpiggy7255
5 жыл бұрын
i cant even tell what buttons you're pressing, this is confusing
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