Design Your Own Custom Dice for Free | Blender Tutorial | DIY with Cly Ep. 21

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what is up my peepholes this is your guy fly and it's time for a little DIY for today's video what I'm gonna be doing is teaching you how to design your own custom dice mold masters using the free 3d modeling software blender as well as any font you want for this project you're going to need a blender which you can pick up at blender.org and I should mention that in this video I'm using blender version 2.8 1a though 2.82 is now available it's also important to note that both of these versions operate quite a bit differently from previous editions so while all the operations I'm going to be using in this video are available in those previous versions the hotkeys and layout will be a little bit different next up you're going to need a font preferably one that you have the commercial usage rights for either by buying a license for it which tend to average around $40 or you could do what I did and select one that is free for commercial use you'll also need any image editing software that will allow you to use fonts that are installed on your computer a way to convert image files into vector files and optionally something to write with and on because I'm gonna be throwing a lot of angles at you pretty quickly because I want to fit an entire die set into this video now once you have all of your software installed and your fonts selected what you're going to need to do is go into your image editing software of choice select the text tool or whatever equivalent that software has and then type out the numbers 0 through 20 the tins for 30 to 90 double zero a 6 with a dot a 9 with the dot as well as the underscore and then save that as an image file in my case I'm using the font cardigan titling and I am typing it at 250 Point which will affect the scaling I'm gonna be doing later on in the video once you have your image file you're going to need to convert this into a vector file and while there are plenty of options out there including the free vector editing software Inkscape I've found Inkscape is not the best for this project it works just fine when I'm resizing images to use for glass etching stencils but the geometry that it generates gets a little funky when you add a third dimension and as such for this project I'm gonna be using the web-based solution SBG creator com all you need to do is upload your image mile either by doing a drag and drop or by clicking select your file and then click convert your file after a few seconds it will output a vector file and then just download it and now that we have our vector file it's time to move over to blender the first thing we're going to need to do is finish prepping our font to use on all of the dice we're going to be making going forward so generate a new file delete the default cube and then Center your camera either by holding down your mouse is scroll wheel and moving it around or by moving your mouse over the compass in the upper right hand corner of the work area holding down left-click and then dragging that around it next we're going to import our font by going to file import and scalable vector graphics now that we have our numbers in blender what we're going to need to do is convert them from curbs to meshes which is as simple as selecting all of the numbers right clicking anywhere in the work area and then clicking convert to mesh fortunately when you import it the numbers they should all still be selected but if they're not you can either hold down left-click and drag a box around all of them or select them all from the list on the upper right-hand portion of the screen and now that we've converted our numbers into meshes we need to give them a little bit of depth since they're currently still 2d objects and to do that we need to switch over to edit mode which you can do by either hitting the tab key or using the drop-down menu in the upper left-hand corner of the work area once you've switched over we need to select everything by hitting the a key and then we need to extrude them either by hitting the ikki or by clicking faces and then extrude once you're in extrude mode just move your mouse up a little bit in order to give them an arbitrary amount of depth and then left-click at this stage the thickness of the numbers does not matter now we need to switch back to object mode either by using the tab key or the drop down menu from earlier and finish up our number prep the first thing we're going to need to do is move the origin for each number to the dead center because currently it's at the bottom left hand corner of the original dimensions of your image file and it's not doing us any good there all you need to do to move your origin is select a number right click anywhere in the work area click set origin and then origin to center of mass volume do this for 0 through 9 and while you're at it rename them as well because currently each number has a name of a curve dot blank and that doesn't always line up with what number you're dealing with fortunately changing the name is very easy all you need to do is double click on the number you have selected in the list on the upper right-hand part of the screen or alternatively you can change it in the object properties menu and in this version of blender it's represented by an orange square on the right-hand side of your screen once in that menu you just need to click on the name of the object and change it to whatever you like to make things simple I just change the name to whatever number it happens to be if you're wondering why I just said do that for numbers 0 through 9 that's because the double digit numbers require one additional step what you're going to need to do is select both digits and then join them by either hitting ctrl J or by right-clicking somewhere in the work area and then clicking join once you've joined both digits just do the steps I mentioned previously now for the final piece of font prep we're going to need to adjust the origin point for these six with a dot the nine with the dot as well as the underscore first select the number six and then move it to the world origin you can do this by going to the object properties menu and changing its location coordinates to zero on the x y&z axes or alternatively you can do the same thing by pressing the in key and adjusting the location coordinates from there next I'm going to assume that you've already joined the second two six and nine with their respective dots as well as adjusted their origin to the center of volume so go ahead and select the six with a dot and move it to the world origin as well go ahead and Center your view on these numbers either by dragging the work area by holding down left click on the hand icon at the upper right hand portion of the work area and then moving your mouse around or by pressing the dot key on your numerical keypad assuming your keyboard has one next select the six with a dot and grab it by pressing the G key since we're only going to be moving it on the x and y axes you're going to want to hit either X or Y to lock your movement to that axis and then move it around once you have it about where you want on that axis go ahead and left click to stop movement repeat this for the other axis you haven't moved it on and then repeat this until you have both sixes as overlaid as possible the last thing you need to do is change the origin point of the six with the dot so go ahead and right click anywhere in the work area go to set origin and then this time you're going to set it to the 3d cursor repeat this process using the number nine and nine with a dot last but not least is the underscore once again move this zero zero zero and this time we're going to be moving it down the y-axis for this font I found that I like to move its default origin point down the y-axis by about four times its thickness so I'm going to go ahead and change its y-coordinates to negative zero point zero zero four four eight of course this will change depending on the font now just set the origin point of the underscore to the 3d cursor and you're good to go all we've got to do now is save our progress to make sure we don't lose all this hard work and then launch another session of blender in another window you're going to want to have this file open at the same time so that you can copy and paste all of your numbers as you need them for our first die let's go ahead and make a d6 because not only is it a cube and therefore easy to reposition for a number application but blender is kind enough to give you one every time you launch a new file and let's start things off by resizing this cube the easiest way to do that is by hitting the N key and changing the cubes dimensions on XY and z to 16 meters that's right I said meters because for some reason whenever I export a model from blender and then import it into my 3d printers slicing software it's 1,000 times smaller than it's supposed to be and that's actually pretty common however if you don't encounter this with your 3d printers slicing software feel free to convert all of these measurements from meters back to millimeters now that we have our cube resize we can hop back over to our other blender session and select numbers 1 through 6 as well as the underscore go ahead and copy those with ctrl C and then paste them into the session where we're making our d6 because these are going to be pasted at the world origin go ahead and grab them using the G key and just drag them out of the center of our cube if you want to make sure you got everything feel free to zoom in using the dot key on your numpad now I went ahead and made all these diets prior to recording this video so I'm just gonna tell you the location scale and dimension settings I used but keep in mind that will change depending on your font as well as how large it was when you typed it out I'm gonna be starting with the 6 and my location settings are 0 on X 0 on Y and 8.6 on Z as for my scale I'm gonna be changing it to 1250 on both x and y and for the dimension settings I'm going to be changing it to 2 meters on Z and because I'm using the 6 I'm also going to grab the underscore and use the same settings for it and now you see why it was such a good idea to changed the origin point for the underscore earlier now admittedly I don't have to use the underscore here but I'm gonna be using it on each and every dye that features a six because I like the uniformity of it and based on the dice sets I've seen I'm not the only one once we have the numbers in place you're going to want to select the cube go to modify or properties which is represented by the wrench on the right hand side select add modifier and boolean the specific boolean function we're going to be using is DIF which just so happens to be the default setting next you're going to select the numbers six from the drop down menu on the right-hand side of the boolean modifier settings once you've done that click apply now do the same thing for the underscore once this is done you can go ahead and delete the six and the underscore next select the cube and then rotate it by 90 degrees on the z axis and then apply the rotation by pressing ctrl a to bring up the apply menu and then either hitting the R key or just clicking rotation after you've done that we're going to rotate the cube by negative 90 degrees on the y-axis and then apply now select the number two and then repeat everything we did for the number six once that's done go ahead and delete the number two and then once again rotate the cube by 90 degrees on the z axis apply and then rotate it by negative 90 degrees on the y axis and apply again now select the number four and do everything you did for the previous two numbers with one exception instead of rotating the cube on the z and y axes were actually just going to be rotating it by 180 degrees on the x axis to flip it over now because the proper way to distribute the numbers on most dice is to make sure the top face and bottom face both add up to one more than the total number of sides on the die in question we're going to grab the number three since three plus four is seven once you've got that selected go ahead and do all the repositioning scaling and bullying that we did for the previous numbers once you've deleted the number three go ahead and rotate the cube by negative 90 degrees on the z axis and then 90 degrees on the y axis making sure to apply between each step since the six is on the bottom go ahead and grab the number one and do everything again with the optional exception of not deleting the number one and instead grabbing it with the G key and just moving it off to the side for the time being the number one is going to be very important for a follow-up video I plant once again rotate the cube by negative 90 degrees on Z and 90 degrees on Y applying after each step now grab the number five and repeat all of the steps you did with the previous numbers again the last thing you're going to want to do with your d6 if you're planning on following along in that follow-up video is rotated by a negative and 90 degrees on Y and then 90 degrees on Z once again applying after each of those steps and then select the number one and move it back to where it intersects the die go ahead and save this file and then we're going to move on to the d4 now making a d4 is going to be a little bit trickier than a cube due to the fact that we have to activate an add-on that is included in blender but not turned on by default typically if you want to generate a shape for blender you're going to need to go to add and then mesh and select the one you want from the menu however the shape we need in this case is a tetrahedron and you'll notice it's not listed there to fix this what you need to do is go to edit preferences select add-ons and then in the search bar type in extra once you've done that you'll notice that there are two add-ons and the one you want is add mesh extra objects and go ahead and click the box next to that one and we're good to go once you've done that go ahead and close the Preferences menu and then hit add mesh math function and then regular object once you've done this you'll have a tetrahedron but for future reference at the bottom left hand corner of the work area you'll notice a little box popped up go ahead and click on that and you'll see all of the different options you have for not only this object but for most of the ones we're going to be working with it in this video first things first we're going to need to reposition and resize this d4 so hit the N key change the d4 is dimension on a z to 20 meters hit Enter and to make resizing it easier on the x and y axes go ahead and highlight the scale on Z and then paste that number in the scale settings for X&Y and then apply the scale using either ctrl a and then S or by hitting ctrl a and clicking scale and then rotate the d4 by negative 30 degrees on z apply and then 180 degrees on Y apply now select the session of blender that has your numbers and copy the numbers one through four and then paste them into the session where you're making the D for now I'm going to be starting with the number four and the location I used previously was zero on the x-axis six on the y-axis and five point six on the z-axis for scale I went with 800 on both the x and y axes and I gave it a thickness of two meters on the z axis when I have that done I'm going to select the d4 and once again apply a boolean modifier using the different setting and the number four is the target however I'm not going to delete the four after applying the modifier instead I'm going to rotate the d4 by negative nineteen point four seven degrees on X apply then rotate it by 120 degrees on Y apply and finally nineteen point four seven degrees on X apply after I've done that I'm gonna go ahead and apply another boolean modifier with the number four is the target apply and then do that rotation and boolean combination one more time after you've done that feel free to delete the number four and then a rotate the d4 by 120 degrees on the z axis making sure to apply the rotation next select the number three and do with it the exact same thing you did with the number four with the exception of deleting it at the end if you're planning on following along for that follow up video instead what you're going to do is change the origin for the number three to the 3d cursor and then just move it off to the side after that rotate the d4 by negative 120 degrees on Z and apply the rotation now select the number two and do everything with it that you did with number three including the part where you set the origin to the 3d cursor and then move it off to the side if you're going to be following along with that future video to bring up the blank corner where you're going to be putting the number one first rotate the d4 by negative nineteen point four seven degrees on X 120 degrees on Y 19 point four seven degrees on X and then negative 120 degrees on Z making sure to apply after each rotation now repeat the steps with the number one that you did with numbers two and three once you've done the third boolean operation with the number one we're going to want to reposition the d4 in such a way that the face with numbers one two and three is on top just rotate the d4 by negative nineteen point four seven degrees on x 120 degrees on Y and the nineteen point four seven degrees on X making sure to apply after each step now select either number two or three changes location to zero on all three axes and then rotated on the z axis by either 120 degrees or negative 120 degrees in order to line it up with the proper indentation and now you're ready to follow along with that future video go ahead and save your file and let's move on to the d8 to make the d8 first delete the default cube and then go to add mesh regular solid and then using that dialog box I showed you earlier at the bottom left-hand corner of the screen you're going to select octahedron from the drop-down menu once you've done that we need to reposition and resize the d8 so go ahead and hit the end key and then rotate it by 45 degrees on the y-axis apply and then by thirty five point two six five degrees on X apply next you're going to change the Z dimension to 16 point four meters and then copy the Z scale and paste that for both X&Y once you have all that settled go back over to your session where you have your numbers copy numbers 1 through 8 as well as the underscore and then paste them into the project for your building your d8 I'm gonna be starting this off with the number 8 so go ahead and select that and I'd be setting its location to 0 on both the x and y-axes 8.6 on the z axis I'm gonna be changing the scale on X&Y to 1000 in the dimension on Z to 2 meters after I've done that I'm going to select the d8 and apply a boolean modifier with the number 8 is my target once that's done I'm going to delete the number 8 and then rotate the d8 by negative 35 point 2 6 5 degrees on X negative 90 degrees on Y and then 35 point 2 6 5 degrees on X making sure to apply after each rotation now we're going to grab the number 2 and then repeat everything we just did on this blank face I'm going to be using the number 6 so I'm also going to be grabbing the underscore and repeating everything I did with the previous two numbers now on this blank base I'm going to be doing the number 4 but after I complete this boolean operation I'm going to be rotating on X by 180 degrees keeping with the logic that I mentioned during the d6 portion I'm going to be grabbing the number 5 since 5 plus 4 is 9 and then doing the same rotation in boolean combination I did on all of the previous numbers not including the 180 degree flip on X the remaining numbers I'm going to be doing in the order of 3 7 and one and of course if you want to follow along with that future video don't delete the one now save your file and let's move on to the d-10 now generating a d-10 is gonna be a little bit more involved than all of the other dies due to the fact that it's not a regular solid first off we need to go to add mesh and then cone and once you've done that go ahead and click on the dialogue box at the bottom left hand corner of the work area here you're going to change the number of vertices to five radius one two to leave radius two as zero and then change the depth to 2.25 after you've done that go ahead and left click anywhere in the work area in order to finalize these settings next select your cone copy it with ctrl C and then paste it with control V once you have your second cone go ahead and hit in in order to bring up to the properties then rotate it on X by 180 degrees and apply the rotation now that we have two intersecting cones we're going to need to apply a boolean modifier to one of them so go to modifier properties click Add modifier and then boolean however this time instead of using the difference modifier we're going to go with the intersect modifier so select that from the drop-down menu and in the other drop-down menu select the second cone is your target once you click apply you'll notice that one of the cones has pretty much disappeared while the other is still hanging around but looking a little funky once you select and delete the remaining complete cone you'll now have your d-10 and for the curious the name of this shape is pentagonal trap is a hydrant all we have left to do now is to reposition and resize this d-10 so go ahead and rotate it by negative fifty four point three degrees on X apply change the Z dimension to 17 meters copy the new Z scale and then paste it in the x and y scale fields once you've done all that hop back over to the other blender session where you have your numbers copy numbers 0 through 9 as well as the underscore and then paste them into this project I'm going to be starting out with the number 6 and I'm gonna be moving it to the location of 0 on X negative 0.75 on y 9 on Z changing the scale to 1000 on both x and y and finally I'm gonna be changing the Z dimension to 2 meters and because this is the six I'm gonna do the exact same thing with the underscore once the six and underscore are in position go ahead and select the d-10 and do a couple of boolean modifiers using the different setting with both the six and underscore as the target after that go ahead and delete the six but keep the underscore and move it to the side because you will be using it for the nine later on to bring up the next phase first rotate the d-10 by negative thirty five point seven degrees on X apply and the negative 72 degrees on Y apply and finally thirty five point seven degrees on X apply repeat this rotation and boolean combination for numbers or eight two and zero however after you delete the number zero we're going to be rotating the d-10 by 180 degrees on X as opposed to the negative thirty five point seven and it's at this point I'm gonna be deviating from the more common d-10 layout because there's a little bit of a flaw in their design as I've mentioned multiple times in this video dice are typically laid out in such a way that the sight on the top and the side on the bottom add up to be one greater than the number of sides on the die however the person that designed the d-10 layout that most companies used today decided to treat the zero as if it was indeed a zero and not a ten that's just been truncated to fit with the single-digit aesthetic and then have the opposing sides equal nine so if I was going to follow their design I would be telling you to grab the nine and then repeat the boolean and rotation combination that we've been doing so far however that means that the opposing sides are all going to equal nine with the exception of the zero and nine which will equal 19 and I don't want that even worse is the d-10 that is included in the mold set that you can pick up from wish or Aliexpress because that one seems like the person that designed it just threw crap at a wall to see what sticks admittedly you do have the five across from the four which does equal nine but if you move over to the zero you have the one across from it which would bring you to 11 or one depending on how you're treating it the eight is across from the nine which brings you to 17 and it just gets worse from there but I think I've ranted enough so let's get things back on track by selecting the one and then doing the same boolean and rotation combination we were doing previously though if you're going to be following along with that future video that I keep talking about and go ahead and move the one off to the side instead of deleting it following the one you're going to have the nine plus the underscore three seven and five and for those of you planning to along with that future video after you've deleted the five do one more rotation combination to bring the one back up to the top and then place it at the original coordinates as but the percentile died you're pretty much going to do exactly what we just did with the d-10 with the main exception being the fact that you're going to be using the tens from 10 to 90 as well as a double zero as opposed to the single digits and because they're double digits they are going to have some different settings so the location is going to be at 0 on X negative 2.5 on Y and 9 on a Z the scale is going to be 750 on both x and y and the dimension on Z is going to be 2 meters after that I followed the same numbering pattern as well as the boolean and rotation combination and of course keep the tin if you're going to be following along with that future video now go ahead and save your files and let's move on to the D 12 and now it's time for the D 12 so go ahead and delete your default cube and go to add mesh mathematical function regular solid click the dialogue box at the bottom left-hand corner of your work area and from the drop down menu you're going to select dodecahedron to reposition and resize this you're going to rotate it by negative 58 point 2 8 5 degrees on X apply and then change the dimensions on Z to 18 point 5 meters followed by copying the scale on Z and pasting it over the scale on x & y now hop back over to the blender session that has all of your numbers didn't copy the numbers 1 through 12 as well as the underscore and then paste them into this project for this die I'm going to be starting with the 12 and after hitting the N key the settings that I used for these numbers are a location of 0 on both x and y as well as 9.75 on Z a scale of 1,000 on both x and y and a dimension of 2 meters on z once I have the 12 in place I'm a once again going to select the d12 into a boolean operation with the 12 as the target and delete the number 12 and then a rotate the d12 by 36 degrees on Z and at this point I'm going to tell you it's going to be a bit different from the dice we did previously because everything is going to rotate around the 12 as a central hub at least when it comes to the even numbers with that in mind go ahead and rotate the d12 by sixty three point four three on x but do not set the rotation now select the number eight and use the same settings you used for the number twelve once you boolean the d12 using the eight delete the eight and then change the rotation of the d12 back to zero on x to bring the twelve back to the top now rotate the die by 72 degrees on Z and apply that rotation now you're once again going to rotate the die by sixty three point four three on X do everything you did for the number eight for the number six and then repeat everything for the numbers four two and ten and of course when you use the number six also grab the underscore but don't delete it because you'll be needing it for the number nine later once you've deleted the number ten and brought the twelve back to the top rotate the die one more time by thirty six degrees on Z so that the number twelve is aligned vertically on the y axis and then apply that rotation now rotate the die by 180 degrees on X and apply that rotation grab the number one and repeat everything you did for the number twelve because this will be acting as our central hub for all of the odd numbers and once again if you're planning on following along with that future video do not delete the number one and instead move it off to the side after the boolean operation you're going to be following the same rotation and boolean combination that you used with the even numbers and this time you're going to be doing it in the order of three eleven nine seven and five of course make sure you also include the underscore with the nine and this time you can delete the underscore when you're done with it this last optional step is for those of you girl II anticipating that future video that I keep teasing so after you've deleted the five and brought the one back to the top rotate the die one more time by thirty six degrees on Z to align the one vertically on the y axis and then apply that rotation and finally bring the number one back to its original coordinates now go ahead and save your file and let's round things out with the d20 now that we finally reach the d20 stage you should probably brace yourself because there will be a lot of angles thrown at you thanks to the number of sides with that warning out of the way go ahead and delete the default cube that blender loves to give you and then go to add mesh mathematical functions regular solids click the dialog box in the bottom left-hand corner of the work area and select icosahedron from the drop down menu as for repositioning and resizing the d20 you're going to rotate on X by twenty point nine zero five degrees apply the rotation and then change the Z dimension to twenty point seven meters copy the Z scale and paste that on the X&Y scale now hop back over to your other blender session one last time to grab the numbers one through twenty as well as either the underscore or the six and nine with dots depending on how large your font is I found that the underscore works just fine with this font so that's what I'm gonna go with I'm starting with the number 20 and after hitting the in key the location settings I'm using are zero on both x and y as well as 11 on Z a scale of 520 on both x and y and a dimension of two meters on z select the d20 and perform a boolean difference operation with the 20 as the target delete the 20 and get ready for a lot of numbers just like with the d12 are going to be treating the 20 as a central hub but due to the number of sides there will be some offshoots from each side that touches the 20 so now you're going to rotate the d20 by 60 degrees on z apply the rotation rotate by 40 1.81 degrees on x apply the rotation grab the number 14 and use all of the settings that I told you for the 20 and do the boolean operation and then delete the 14 rotate the d20 by 60 degrees on Z apply the rotation then rotate it by 40 1.81 degrees on X but do not apply the rotation grab the number 6 with a dot or the number 6 and the underscore and use the same location scale and dimension settings that you've been using once you've boolean the d20 deleted the 6 and set the optional underscore off to the side and go ahead and change the D 20s X rotation back to zero and then rotated by negative 120 degrees on Z making sure to apply that rotation rotate it by 41.8 degrees on X and do not apply that rotation grab the for use all of the location scale and dimension settings we've been using this entire time and do a boolean on the d20 with the forest the target and delete the 4 now we want to bring the 20 back to the top of the die and to do that change the D 20s X rotation back to 0 rotated by 60 degrees on Z apply that rotation and then rotate it by negative 40 1.81 degrees on X apply that rotation now the 20s back on top you're going to rotate it and bind 120 degrees on Z and apply that rotation and now we get to repeat the process we did with the 14 6 & 4 using the 8 10 and 16 and bring the 20 back to the top using the previous method rotate the die one more time by 120 degrees apply that rotation and finally repeat the previous drawn-out process using the numbers 2 18 and 12 bring the 20 back to the top one more time rotate the die by 60 degrees on Z apply the rotation and then rotate the die by 180 degrees on X apply the rotation after doing that grab the one that's going to act as our central hub for all of the odd numbers use the same location scale and dimension settings you've been using for all of the other numbers and optionally move it off to the side after doing the boolean operation now using the same rotation and boolean combinations we use with the even numbers you're going to apply the numbers 19 9 without the dot or the underscore 3:13 5 11 7 17 and 15 now the last optional step is to bring the number 1 back to the top rotate the die one more time by 60 degrees on Z and then move the number 1 back to its original coordinates now save this project and you've just completed your own custom dice set masters at this stage you have several options the first option is for those of you who've decided not to follow along with the future video all you need to do is export the model as an STL file go to file export and then select STL after you've done that you're ready to import this directly into your 3d printers slicing software of course after you've imported it make sure you elevate it by a couple of millimeters rotated by 45 degrees on X and/or Y and then finally apply some supports if you're wondering why I said rotate it on X and/or Y that's because if you have a flat bottom on your print you run the risk of having a little bit of clumpy buildup on the bottom if you use a resin 3d printer which I should add is one of the best options for making custom dice masters due to the amount of precision you have in fact that's what I use I have an Annie cubic photon and it's been doing an amazing job even better it's not that much more expensive than an entry-level filament 3 printer and those of you without 3d printers don't need to worry there are plenty of online services that can print these out for you now the second option is for those of you that want to follow along with that mysterious future video what I'm going to be doing is setting up these models in such a way that they produce a two-part mold similar to the ones that you can pick up on Ollie express and wish except with a few improvements the main benefit of setting up the models in this way is the fact that you don't have to add supports to the outside of the die this means that you not only don't need to remove the supports from your dice which I should add sometimes splinter off and leave divots behind but you also don't need to sand off the support remnants either from the master die or from the dice cast from a mold made from an unsanded master also I have things set up so that you can remove the silicone from the master die without having to cut it it just peels right off so now not only is making molds faster but you don't have to worry about potentially ruining your master dice every time you make a mold as of right now I've already completed the master for the d-10 mold and here are a couple of pictures if you're wondering why the mold is so lumpy that's because I made it using a brush on silicone as opposed to a pour-over silicone in this case that role was filled by silicone caulk and it worked wonderfully maybe I'll make a video in the future about making your own dice moulds with caulk anyway this video has dragged on for far too long so I'm gonna go ahead and say until next time this is your guy cly signing off
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Channel: Cly Faker
Views: 131,533
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Keywords: diy dice, dungeons and dragons, dice making, wish dice molds, aliexpress dice mold, wish dice mold, 3d printing, 3d print dice, 3d printing dice, resin dice, resin dnd dice, custom dice, blender, blender tutorial, dice, making resin dice, dnd, d&d, dnd dice, d&d dice, dungeons and dragons dice, ethical dice making, dice molds, making dice molds, silicone dice molds, resin casting, rpg dice, rpg, ttrpg, dice set, uv resin dice, how to make resin dice, dice 3d model
Id: nCowrvfOr3Q
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Length: 32min 27sec (1947 seconds)
Published: Fri Mar 06 2020
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