Two IMPORTANT subd + bevel combinations in Blender!

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hey what's up guys quick video today i'm going to show you two useful sub d tricks along with um some strategies to work with bevels okay so what i have here is a very basic weapon grip just made out of quads just it's a very simple model right now if i drop a sub d on here it smooths out it kind of looks like a weapons grip but we have a big issue and that issue is it looks like a blob and these upper edges and these bottom edges are not tightened up so a few different ways we could do this the first and you know most straightforward solution would be to simply delete those faces so there's nothing to you know sub d around and you're going to have something a bit more accurate but oftentimes you don't want to delete faces like that so we're not going to even consider that as a solution the two best solutions for a situation like this are to either use a mean crease or a mean bevel weight and i'm going to show you both so mean crease is perfectly valid it's a bit longer than the mean bevel weight strategy but basically what we would do is we'd select the areas we want tightened we would press shift e or simply go in here to the end panel and drag this up to one the main crease same for the bottom we would drag this up to one and that would basically let me shade this smooth this would make these edges completely hard and we would just drop a bevel on top of this so q drop a bevel and there you go so this is like a two-step process it's very easy i'm going to show you my preferred way and you don't have to use creases at all for this we're going to use a mean bevel weight so we would basically do the same thing we'd control click around and we would add a mean bevel weight here and a mean bevel weight here so this is going to do is it's going to define the edges we want to have beveled without having to use a mean crease so since we've defined these edges to be edges we want to have beveled we of course need to add in a bevel modifier and set the limit method over to weight nothing's going to happen right now because the bevel needs to occur first it needs to be bevel so it runs the bevel and then runs the sub d so we'll drag this to the top and now we're gonna have a much more versatile solution here you're gonna see that and it looks really good so um that's probably my preferred way to do it and also make sure the heart of normals is turned off or you might get these weird lines and just to clarify the reason we want to use weight is because angle since this thing is very blocky and you know has different angles around it most likely if this is set to angle the angle is going to catch areas we don't want to have caught so if we force the areas to be beveled only to be the areas we've marked with a mean bevel weight then that won't occur that's why we want to use weight because only these blue lines these blue edges will be beveled so those are two different ways to use sub d and bevels together and just a different way of thinking i thought i'd make a video on this and uh hope it helps
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Channel: Josh Gambrell
Views: 33,234
Rating: undefined out of 5
Keywords: blender, two, essential, subd, bevel, combinations, subdivision, surface, modifier, hard, modeling, 3d, beginner, boolean, quads, ngons, tutorial, blenderbros, josh, gambrell, ponte, ryuurui, hardops, boxcutter, masterxeon1001, cg
Id: u3PFgmsxktI
Channel Id: undefined
Length: 3min 1sec (181 seconds)
Published: Tue Jun 15 2021
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