3D Printable Texture Displacement in blender 2.91

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on my instagram i showed the general progress of the flash suit that i was working on for a client the one thing that was the most complicated bit of the suit was to do the texture and it took me a while to figure out a decent method but as you guys can see here even in the wireframe view everything looks relatively simple even though there is a lot of detail in all of these pieces this is still very manageable the file sizes are not too large for the individual pieces and everything is still pretty workable if i need to do some simple deformations but i'm going to show you guys how to do this exact thing on this blank piece right here so the first thing that i do is i go into edit mode i click three for selecting faces and what i do is i start selecting the faces that i want to be displaced so there isn't an exact method to this madness but you just want to make sure that you are selecting only the faces that you want to have the displacement because this workflow is fairly destructive at a certain point so you won't be able to go back unless you actually have a saved file so now that these have been selected i'm going to do a preliminary subdivision so i'm going to set my subdivision modifier to 3 and i'm going to hit apply now that that's applied i have a very general sort of look at how the area that my displacement is going to cover and i'm not really liking how this is looking right here so i'm just going to hit plus multiple times here just so i have most of this area selected as well and everything here is looking relatively flat next up i'm going to go ahead and click alt a to extrude and i'm going to extrude the faces along the normals just to raise it up just a little bit kind of like the rest here i'm going to go ahead and select this face and delete it same thing with this one and i'm also going to delete some of these or you can do this later it generally is up to you because we're going to be connecting this one to there so we don't want there to be a giant overlap once that's done i'm going to select one vertex here click l and then p by selection and once you have this piece on its own we can go ahead and click tab all to select all u and unwrap once this piece has been unwrapped we are going to go ahead and bring in our texture which looks like it's already in so file open and then bring in your texture this one i set it to 6x6 and let's go to the uv editing i'm going to hit tab just to kind of see what it's looking like and i'm going to bring in my texture just so i can see a preview the hole is right here so that is that right there and i kind of want it to be a little bit more like this running along the forearm that way right in a way okay so i think that should be pretty okay so this this edge right here is this one so we can kind of guesstimate how they're all gonna go relatively like this okay once that's done i'm going to go back into modeling mode after i'm done my preview and i'm going to add another subdivision surface modifier this is my second subdivision and we're just going to leave it at roughly three that's what i'm going to do if your computer is pretty weak you might just want to do one or two then we're going to go ahead and hit displace under the displacement modifier we're going to select our texture mid level we're going to set this to zero and the strength you want it to be like 0.05 so 5 percent actually yeah that's still too much 0.005 all right that's what we want however there's a bit of funkiness going on here so there's a lot of stretching and we don't want that and the way we're going to fix that is under coordinates under local we're gonna select uv because we uv unwrapped it so we're gonna set the uv as our coordinates next up the direction so you can change the direction that these poke out i'm gonna say normals because i do want it to actually stick out like a sticker that's been put onto the piece to like wrap around but if you do decide to mess around with for example the x right so what's going to happen is it's only going to offset them in the x direction so down that way and you can see there's quite a bit of distortion in this area so i'm just going to go ahead and select the normals okay once that's done i i know that i don't want the honeycombs to poke out i want them to poke in so under strength we want to set this to a negative value and there we go that's looking good and what we're going to do now is we are going to go ahead and do one more subdivision so at 3 i think that is going to be a pretty good level which i think this is this is pretty okay but there's a bit of a trick to it and this is what i learned kind of the hard way first of all turn off the real-time preview for the subdivision and the displacement and add a decimate modifier and i'm going to set this to about 1 and we're going to turn off preview there as well so lastly what we want to do is now start applying our modifiers and this is the step where you actually want to save because this is where you have a pretty good chance of crashing if you over subdivide it so the four that we just saw we're going to change it to a 5 an extra level of subdivision and we're going to click apply this is where you're going to hear your computer's fans ramp up and you're going to see your memory usage spike up as well i've noticed during this process my memory goes up to about 30 gigs or so but it also depends on the piece depends how much detail you're putting into it so be careful the displays doesn't actually take a whole lot of resources as you can see it does bump up the memory just a little bit but it's it's nothing crazy in my opinion however the processor is as you can see a little bit all over the place it's utilizing all 12 cores and there we go so that's looking pretty nice however at this point there's way too much geometry and that's what the decimate modifier is for so we're going to go ahead and hit apply this one's going to take a bit and this is where your memory usage is really going to spike up so this is the process where i've seen my memory go up to about 40 gigs or so again it all depends on your initial layer level of subdivisions so if you have lots of subdivisions this is going to again be kind of kind of dependent on those subdivisions so at this point if you don't have a very beefy computer go take a shower go for a walk make a coffee make some food turn on a tv show because this is gonna take a bit of time okay so this process for me took maybe five minutes maybe a little bit less but as you guys can see now if we go ahead and we isolate this piece and we look at the wireframe it looks pretty okay it's still fairly dense so this is where i do my second layer of decimation so we can try for example half and that's actually looking quite a bit better as you can see again much simpler we can for example oh i just click planar damn this is gonna okay that's not bad all right we can now try for example 0.2 and you want to keep going down until things start breaking kind of like this so let's try 0.3 this will bring back a little bit of detail and again just make sure that nothing is broken that that's our main concern at this point because if we can have less vertices but retain all of this detail it's a win okay so let's try 0.28 and let's see if anything starts breaking then okay still no wireframe as you can see this wireframe is starting to look actually quite a bit better i would say if you want to be on the safe side you can just leave it at that we can try 0.25 yep that's so that's starting to break 0.26 so there we go so 0.26 appears to be the perfect ratio for this maybe even a little less but yeah once you're done with that go ahead and hit apply so this one isn't going to take as long and as you can see we have a very very smooth piece however at this point you may be asking yourself okay well we did that but how do we attach it back so let's go ahead and select our two pieces that we want joined and i'm just going to zero in on them so first of all there's two things we want to do so number one we just want to make sure that there isn't a whole lot of difference between this so yeah so this right here looks fine i would say there's a bit of um there's just a teeny tiny little gap here which i think is good and we made this gap here as well so that's gonna be nice too so let's go ahead and select both of these pieces and click ctrl j go into edit mode and select two for loops or for edges a to select all and then select loops boundary loops and we're going to go ahead and deselect this okay so once that's done right click bridge edge loops and you just want to make sure that this is looking relatively clean so go ahead and go around your model make sure everything looks nice this right here probably is just a little bit broken i would go in and just fix something like this manually if this on like only happens once realistically nobody's gonna notice when you 3d print it it probably won't even come out that way so but you are again welcome to go in and fix things up as as you wish i don't think there's anything wrong with that a little bit of manual labor is still okay in blender as long as it's a little bit so places like this for example these very sharp corners you're gonna notice a little bit of destruction for the most part it's it's good i would say this is a borderline perfect perfect piece okay and we still need to finish this up right here and again let's select our edge loops select or all select loops boundary loops and bridge edge loops this is where it's going to get a little bit funky and you can bring in something like a cylinder and just cut it around a little bit like for example um if you bring in a cylinder for example just scale it way down scale 0.1 i'm going to bring it over scale it down again and this is where me personally i would just kind of grab this position it relatively where i need it to be kind of like that make it just a little bit bigger and then bring it out kind of like this so once it kind of covers majority of the area like of course this gener genuinely doesn't have to be perfect but as long as it covers majority of the area you can kind of go ahead and bring it back like that and then if it will let you do a boolean you can kind of make a nice little cut like this if you position it properly etc etc etc okay all right so now that that's done there's a little imperfection here so these little ones this is gonna happen so there's not a whole lot that you can do to prevent things like that from happening but just make sure you go over your model once once you've done this make sure everything is looking good you don't have to fix every single little issue and if you export this this is going to print just fine there's another really cool add-on that you can do or you can use if you go under edit and then preferences and we're going to go ahead and find 3d print toolbox this one right here there's some pretty handy little things that you can do for example make manifold if you're having issues with your models not being manifold it will remove for example 39 vertices 77 edges 46 faces okay so that has cleaned our model up a little bit if there's any transforms you want to do you want to export this particular file this this toolbox is actually very very cool all right guys so that is everything for this tutorial you are now aware of how to do displacements if you find a better way of doing this please leave me a comment down below i would love to improve this process but that is it thanks so much for watching catch you guys in the next one peace
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Channel: Andrey
Views: 15,006
Rating: undefined out of 5
Keywords: blender, introductory, tutorial, 2.92, 2.91, blender 2.91, blender 2.92, part 3, andrey, andrey.blend, texture displacement, blender 3d printable textures, 3d, printable, textures
Id: xL6qf6WBois
Channel Id: undefined
Length: 12min 21sec (741 seconds)
Published: Sun Jan 17 2021
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