The PROPER way to deform objects in Blender!

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what's up guys in this video i'm going to show you how to quickly and properly deform your meshes so i still see people doing the usual way which is literally adding a cube and um let's move the cube up usually they just add a cube they add some subdivisions in it like this and then they still use proportional editing going up here and use like i don't know a sphere falloff or something and they use this to deform that's probably a terrible fall off isn't it yeah they're still using this method to deform and it works right i mean it gets the job done it's okay but it really compresses the geo in here this is probably going to cause tons of issues especially once you start working with booleans and things like that this is um this is not a way i'd recommend doing things unless you have like a very specific circumstance once you might need proportional editing so the correct way in my opinion to do this is with a lattice and some of you note lattices are they're really easy to use real quick before the video starts just want to shout out our patreon january is coming up very soon and on the first you're going to have access to this brand new tutorial on how to make this sci-fi gun from scratch do materials decals rendering all that good stuff so definitely take a look for that on the first link to our patreon is in the description so this shouldn't take more than like a minute or two to explain so basically you come in here and i'm just going to scale this down and make a unique looking object i suppose make this a bit skinnier and apply the scale okay so say we want to deform this thing kind of like we just did earlier on so first of all if we try to deform this we're going to need more subdivisions because right now any deformations is barely going to make a difference going to affect the whole mesh so we want to get in here and add in some loops just to make it a bit more dense to work with so i'll just come in here and i'll be reasonable with it so it's not super dense but roughly all made of um squares so that way it's pretty even but yeah this should be okay so now we have a lot more geo to work with for deforming purposes so the correct way with the lattice to do this is to first of all add a lattice shift a add in a lattice and if you have hard ops you can literally just press q and add a lattice in here and it gets set up for you but in vanilla which i'll show you here you just go in here add a lattice and you basically just kind of fit it inside the bounds you want to edit in this case i want to edit the whole entire mesh so i'll come in here and we'll just kind of get in and then go to the front as well and scale this down just a bit and now it's encapsulating the whole thing so this lattice here is basically a deformation variable you can use the lattice to manipulate areas within the lattice without having to touch the geometry itself so what i could do with the lattice here for example is go to the lattice settings and maybe increase the resolution a bit uvw is basically xyz it's just uvw to not confuse you so we could go in here maybe add in like one on the x and then a few on the z that should be okay and if the higher you go the less area is going to be deformed so for example if i wanted just this area here to be deformed then you're going to see whenever i move these vertices only oh by the way i forgot to say on the actual object make sure you add a lattice modifier i tend to forget that when i'm doing it in vanilla and then choose the lattice okay so now when you actually use the lattice it should deform with it there we go so yeah now you're going to see anything on these whenever i move these vertices it deforms up to these points so i just kind of move this around and you're going to see deforms it very nicely for me and then i could maybe come back here and move this back a bit move it down you can do all sorts of things for the deforming maybe come to this area pull that back and watch what happens if we go in here and maybe increase the z values you're going to see it actually adapts with it which is pretty cool now i tend to not do it that way just because sometimes it collapses the geo when i don't want it to but like i could go in here maybe increase the let's see the v is probably not going to do anything but you have more like pivot points if you wanted to use that so yeah in this case you know you can add as many different resolution values as you want and it's going to give you a lot more control points to work with so in this case we don't need that many we need like one there and you can literally just get in here and move this around and deform this however you wanted to form it so maybe i'll move that back move this back a bit more i could move this up pretty cool stuff but what i want to do is just do a very basic example so i'm going to just move these back a bit manually okay so basically once you're done with deforming the object you can go in here and apply the lattice and we're going to of course shade it smooth auto smooth and you can delete out the lattice and just like that you have a pretty decently deformed mesh and as you can see it um it doesn't compress the geo as much as if you did it the sloppy way i mean yes it pushes the geo together as a result of the lattice but i find it's a lot more cleaner and constant in terms of uh how the effect looks so then at this point i could perhaps go in here and um shift g coplanar we can fill this into an ngon because we don't need all that geo we could probably come in here and clean up these as well because that's not affecting the actual curvature but in this case i'll just leave it just just so i have you know room for booleans and you can make all sorts of different designs come in here on a chamfer you could maybe dissolve out these areas so you have some room for a bevel and maybe bevel the front with control b you have a nice little bevel there you know you can run your booleans you can do like whatever you want it's the same strategy but just be careful because when it gets more curvy of course your um your booleans are going to get get a bit more messy in terms of shading so yeah that's um the best way in my opinion to deform things in hard surface and it's a method that i use a lot so hope this video helped you it's a very simple concept i want to see more people using lattice because people tend to think it's like something that's there never to be used it's there for a reason right so use it when you can it's really helpful so that's it for today's video and i'll see you on monday hopefully
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Channel: Josh Gambrell
Views: 55,808
Rating: 4.9072847 out of 5
Keywords: blender, deform, objects, josh, gambrell, tutorial, lattice, subsurf, subdivision, topology, shading, artifacts, hard, surface, modeling, beginner, rendering, stretch, proportional, editing, edit
Id: kLIHH7LUrR4
Channel Id: undefined
Length: 6min 42sec (402 seconds)
Published: Sun Dec 27 2020
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