#hardops 987_2 - Spherical Demo

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so i figured for the conclusion we could talk about making a spherical sphericals are just one of those kind of tool tests that i do in hard ops just to kind of test things and just see how things are performing it's like a knuckle popper of sorts so really users shouldn't struggle with this process for it is just a process that one could go through to test the tools to make sure they're working the way they're supposed to so we'll start off with a sphere cast except i'll jump it up to level four as i often do in order to get a smooth result we'll click on the auto smooth button in just 30 in order to auto smooth it at 30 pretty much the same as if we sharpened it however if we were to sharpen it this would happen which we don't want to happen that's as a result of us creasing the edges which makes uh sub d and cast work a little bit harder to get a spherical shape and that's why it's actually bigger than usual so we'll just select both of these and under booleans we'll choose nsat and with our inset on this very simple shape we can adjust our parameters and everything's pretty dynamic i did a video previously where i was talking about hard ops versus box cutter and just kind of how we have a bit of overlap between both of them in order to allow us to try unique solutions with each of them to try to have multiple iterations at the same idea so while i have this shape that's now receiving inset and a slice i'm going to uniquify it so that way i can perform an ever scroll and bring the shape back and i'm just going to turn off visibility so i can press q and adjust the solidification and we see that by adjusting the solidification of this uniquified cutter we actually put a shell around this and i'm going to try to you know keep things brief for this so that way um you know this video doesn't get too long but you know next thing from here is i'm just going to shift a add a cube i almost jumped in the box cutter old habits die hard and we'll just select both of these and perform a difference and using the f9 we could choose whether we want our solver to be fast or exact but just know that if you use exact it's going to get a lot slower over the course of you continuing to use blender so usually i use fast for as long as possible and only exact if i absolutely need it so looking at this from the top we're just going to add another cube and we'll just shift a select them both and just perform a difference which will give us a result something like this and we can just perform an ever scroll with booleans and just recall this and perform a difference and we see that something just did not work out here so we move this around and we see that works in some areas but not in others which is quite strange i wasn't expecting such catastrophe but let's roll with it so continuing on we'll just look at this from the top and i'm just going to add another cube and we'll just grab these two objects and uh perform a slice through our cue menu everything's always delegated to the cue menu in these videos and from here we can also just bring in another cube just notice how i'm just always using cubes it kind of is old school now at this point to uh do things this way when i know that i can just use box cutter and really just make mincemeat of a mesh in moments but it's also fun to uh just go without so here we are symmetrizing this and we'll just bring this down grab the boundary and we want to flatten this out or make it solid so i'm just looking at this kind of debating on how we deal with this shape uh we could just extrude like so and just sy0 and that will suffice and then of course clean mesh to remove any extra geometry we'll select both of these and just perform a slash i'm looking at the clock to see how long i'm in on the video and we can just uh let's go ahead and just take this moment to smart apply the smartest thing to do right now and we'll select these two points and just perform a bevel so even though i kind of destroyed the curvature right there for a second it doesn't matter because we're actually going to be terminating all this area and just bringing it in like so in order to get this result we can alt x and mirror so always press x to reset the mirror one of my favorite functions of mirror not sure who came up with that but resetting mirror with x is just the bee's knees to me so things didn't work out with us trying to bevel this and i must know why let's try that again let's select everything shift n to check those normals and it looks like we have a normals issue it's not going to make itself visually apparent to us so we got to press alt v and go to face orientation and let's just look at this and everything's looking good i guess we don't have a normal tissue pardon me we'll just keep going so we already smart applied on this which means that we can just slide this back grab this bevel and with me and these sort of things i always worked work non-destructive for a period of time and then i begin applying things in order to begin progressing to the next level because i don't know it's just the way blender is i'm trying to keep everything live for as long as possible um it's also fun it's a it's a fun way to challenge yourself but it could also result in you having a little bit of modifier madness near the end there so sometimes there's less madness and just applying things sometimes but that's just a tip for me so now we've performed a difference on this we can actually look at the front and we'll select both of these and perform a difference except we want to bring back this shape because we don't want a difference we want to solidify it and then perform a difference and we can start worrying about taking away some not so deep areas because if we cut all the way through it'll get boring but if we begin working our way through the surface just a little bit at a time we can keep things interesting until the end as far as creating interesting shapes here but like i said this is a type of tool test that i do uh sometimes i'll just wake up and you know get on the computer bsing with the team and just be cutting some sphericals there i am about to um use box cutter for this and you know when we do the box cutter update that's coming out i'll also um you know be doing a demo for that more than likely and it looks like we can bring it in on this auto smooth but we don't want to bring it in so much that we start catching the wrong area and so about there is good and then we can shift a add a cylinder will sharpen it just to smooth it out and basically also give it auto smooth select both of these perform a difference q solidify let's say we want this even smoother let's alt click on subdivision which will give us a subdivision first on the stack and then we can just put a decimate at the end to get rid of any redundant geometry and here we are looking at our shape so far so just like that we've gone in and just made a very quick spherical without a whole lot of work just just a warm up i could you could literally detail on these as long as you want in fact sometimes i apply a certain stack of modifiers only to add an entirely brand new stack of modifiers i'm just checking to see if there's any doubles in between these edges i'm trying to select and we want to select here to here but we don't want that selected and just a couple of counter bevels just to work against the bevels that we have we'll symmetrize that to the other side and things are looking good so far with our sphere we're looking pretty we're feeling pretty just kidding um so what i'll do at this point is hold shift and shift click smart apply and that will allow me to grab a derived version of a mesh just for a moment and we could just delete everything else that isn't what was selected and let's just start uh cleaning up crime in this city so we just want to get rid of some extra points that aren't needed uh we press gg and hold alt to kind of extend it beyond the initial point that exists and we can do the same thing here gg hold alt to extend it past the point in which it exists and we'll just grab these two points and press ctrl shift b in order to bevel these points and just roll the will and from here we can actually go under mesh tools and choose curve extract sometimes my brain wanders while i'm pondering my next move but there should be no pondering here and for some reason the smooth shading just looks so weird right there and i may never know why so let's actually convert to mesh and we'll just mark it sharp and ignore that we ever saw that let's just mirror this across and that did not work out let's try it again alt x and we mirrored using symmetry we don't want to do that we want to press x my favorite mirror hotkey to reset it back to the most defaultest of default settings that would be required and we could even from this point we're about to use a little box cutter let's not nothing against box cutter and we will control click curve extract which will give us a new mesh we can press alt s to bring it out we could s y to bring it in and to get my edge boundary selection i have this map to shift tilde but it's under select loops under select boundary loops and you can just press f and we'll just put a bevel on that and maybe roll the will control a apply to scale and wonder why or auto smooth just looks so terrible let's give it a let's um let's give it a sharpening and that'll actually do your job i was about to hit it with some sub-d first just to let you know like sometimes i'll look at some rounding and it's just an unacceptable state so uh when it can be helped you best deal with it but if it can't be helped then it just can't be helped but just know that most cases it could definitely be helped you know my motto is uh you know to mitigate where you cut your corners at to an area where the corners you're cutting won't be noticed to be cut but if your corners are being cut right in front of my face i'll have to ask about that be like a see some cut corners here you should mitigate those to the back of the model so we'll just bevel this in solid mode so we see what's happening and this bevel just kind of looks a little weird but you know what we won't talk about that e y and let's just delete that edge let's delete that edge select these verts ctrl shift b bevel such a complicated hotkey sometimes and from this point we can just curve extract and we see why things got weird so let's control a applier scale and we never applied our scale when we were dealing with that area so that's just something we will have to live with but just know that i will be awake at night thinking about why i didn't apply scale at that point so we'll just bring this in select both of these mirror to the other side and that'll just be my my cross to bear so here we are just looking at uh just the very quickest of sphericals in fact um a very popular trick that i like to play with every morning is reverse bevel where you perform a bullion and then you select the cutter and select just the top face and control click mark in order to bevel it in a reverse fashion and that gets you something like this which is always just nice to see on a model so we could shift a bring in a cube let's bring our cube out you know really just slayed this thing with cubes um cube warrior hashtag cute warrior so just kidding uh there's there's greater cute warriors out there than than i in fact um i feel like there's still another 10 000 hours to put in just a cube to truly unlock all of the mysteries behind it so let's shift a bring in a cube adding another three experience point to our gauge it's like just killing bunnies over and over just with cubes and cubes are the geometrically least expensive shapes you can use for boolean might add with with circles and spheres and cylinders being the most expensive you start cutting into those you're putting in 32 rounds of wtf in your mesh and you're you'll you'll have to um deal with that someday so always think about how many loops i'm putting in via the bullion um via the bevels that i have on my cutters if that's something that i want to deal with later we'll modify or mirror that to the bottom and let's uh actually bring back this shape through our everscroll and i'm going to shifty it to duplicate and just give us a unique version and we'll make this sink into this shape but how far is the question maybe like so and this is giving us a rather unique result so let's shift a bring in a cylinder one of these 32 round bad boys straight to the dome and we can just bring this out and we'll just select both of them perform a difference then just use a ever scroll to bring back our last cutter whenever you use everscroll it automatically defaults to the last cutter which is one of my favorite behaviors about it also feels like my modal distance is a little out of control right i'm having to move the mouse a mile that's something that you can always adjust in your preferences if that's an issue but we'll just keep rolling scale it down we don't want it too dominating but just enough and we could even bring that back select this area put our origin there let's just shift d place it here and also perform a difference giving us three three is better than one and this is us looking at our spherical so far so really we could just keep on keeping on with this thing until it's as detailed as the day is long but i want to keep it real brief to just kind of show a little bit of me using this latest hard ops in action to um you know inspire hopefully not to ever demotivate um sometimes users report that that you know they see these tool demos and they're like oh man i'll never be able to get that good i sure hope you do man because these are knuckle poppers you should be able to do these just to say you know i just warmed up with the tools now i'm ready to get to the real work ahead so i'm going to shift a add another cube i bet you did not guess that and we'll press sc and just bring this in and let's grab these edges and before we can even bevel them we need to apply skeleton object mode you know thinking ahead and let's just select both of them difference but we actually want that shape back but we don't want that shape back we want a solid duplicate so by shift-clicking shade solid it will duplicate the shape and give you a solid version and then we can actually scale this version down we can press i inset extrude it back and just place it in our form select both of them mirror it to the other side and this is us just adding some additional detail to this particular area just on the fly so like i said you can just continue detailing the shape all day and this this process hopefully should assist users with uh you know getting acquainted with the tool kit that they're looking at because in a way this is all blender you know you gotta understand blender that's the the main thing in fact i'm gonna power save this powered by power save we'll call this spherical almost typed in power save because i was saying that we see a spherical number 20. and let's talk about promoting this to a bevel so let's look at the shape if we were to just go in and press q and ctrl click bevel we're going to get a result like this so it's like how do we make this work out how do we make this work out well first of all the bevel didn't even get all the way across the form so let's go in and alt scroll bevel to roll it back a little bit and we just want to grab the right areas we want to all click sharpen to put away at normal and that suffices we can send that on and call it a day except this this this and this these things won't won't go so how do we solve them when the modifiers are still alive well that brings me to one of my new favorites of blender 2.8 era that's the weld so we can just roll the weld until we eat our lunch and then roll it up one in order to bring it up just enough to help the bevel which is just my favorite way to interface with weld when it comes to hard ops we could take this piece for example and just control click bevel in order to do the same thing and we see that you know things look okay in fact all clicking sharpen we could probably help that area a little bit whenever it comes to rendering i'm less obsessive about these areas because you know once you have the materials on everything just kind of goes together and the bevel just really takes takes front row however this area is just such a curiosity to me let's press alt v and just look at the wireframe you know and i think it's that weld is just eating some serious launch down there and we just press alt v turn off wireframe and that area will live so this area is an interesting one uh one of the cuts that people often ask about is how i do well radials so let's just select both of these select slash and what i want to do is shift a add a cube and reset its position and we'll just position it here and just scale this out and this is our cutter so far and if we were to control click radial array it'll radio radiate but we need to apply the scale so let's go in and click it again and we see that we're now radial ring around our cursor but our cursor isn't centered so we need to press shift c to get our cursor back in the center and then from here we can control click radial array in order to radial array this around the form and we'll just select this and this and q and difference to perform one of these cuts and so now we have little ticks happening along the top and we could even continue on with our modification onslaught of just bringing back one of these bad boys the classic long boy bud ice cube and we'll just control a applier scale grab these two edges and i'm almost at the 20 minute mark and we can just select both of them difference and we performed a difference using fast but i'm going to bring this in and let's promote this to a bevel as well and we see that things almost work out except that there's a little bit of spice happening near these edges so same trick we'll bring in a weld and just roll the weld until we eat the bevel's lunge and we may want to bring it back a little bit because we're eating the wrong pebbles lunch but now when we roll it up one we see that we get a nice looking shape because with the weld modifier there's not a lot of feedback happening so using it after the bevel just kind of lets you know about how much distance that you're eating and so same thing here we can just promote this and this geometry is actually a lot simpler than it should be and because it's destructive we can clean this up ourselves like a boss because really these things are often caused by just near misses if we really wanted to baby this area we could but we would need to also apply some things so instead it's just easier to mitigate it also in the grand scheme of this model how many people are going to be zooming in exactly right here and critiquing your work to tell you how terrible you are probably not a lot uh such negativity probably isn't needed in your life as as it is but you know we want to continue on let's take a look at this so we finally have almost nailed all of our pieces in fact if we look at this we can see that the bevel didn't actually catch that area now it looks good and we can even clean this up just a tad and that will mitigate the shading issues happening on the other side so if we control click bevel we can now bring this back in and this is our result so far so it looks like we also will need our boy weld and we just roll it in just a little bit bring it up one and that is as good as it gets i mean we could take it even further and just continue modifying and refining this until the end but i'm just going to control click blank material to just slap a random unique material on everything and from here let's just jump it over to render and just see what our results are so far we'll select this and just control roll through material scroll until we find just the right material we'll select this piece roll through material scroll on control click until we just find the nice shade of metal that suits our needs and this is our result so far uh keep in mind i also enjoy uh shift a adding a cube pressing q and using sphere cast in order to cast it into a sphere and then of course give it a sub d level of four so uh we could bring it in probably about hm maybe about there all right and we want to smooth it but we don't want to sharpen it because the same issue from before will happen but let's just shift a add a cube maybe turn on our overlay so we can see what's happening and we'll select it all the way to here select both of them difference and with this shape we can just shift click blank material to just give it a glass and now this is our result so it's just a sphere under class i always enjoy putting these objects under glass and then from here pressing alt v b and just scrolling through various light setups so i find something that truly uh flatters the surface and then alt v b or alt v v sorry and we can start going through the environments so something like that will do the job for this and after turning off overlays we can now see the result of just a quick 20 minutes of just warming up inside of hard ops just playing around so with that i'll wrap up this video and i'll see you guys next time and thank you for watching
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Channel: HOPSCutter
Views: 1,452
Rating: undefined out of 5
Keywords: hardsurface, blender, b3d, modelling, toolkit, hard surface toolkit, hardops, boxcutter, ngon, ngon edgeflow, how to model, beginner modelling in blender, newb hard surface, box modelling, booleans, boolean modelling, subdivision, open source
Id: HVYgBncYdZc
Channel Id: undefined
Length: 24min 8sec (1448 seconds)
Published: Mon Jan 18 2021
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