Blender. How to add detail for 3d printing without trying very hard
Тәжірибелік нұсқаулар және стиль
This video shows how to use the displacement modifier to add exciting geometry to your model without much effort. The resulting model and its textures will be 3dprintable.
Apologies for the dog with long nails walking about from time to time in this video :)
Пікірлер: 206
I always make it a point to learn at the very least one thing, per day however more is better. Watching your video on vertex groups and several other bits of knowledge you shared and I've learned a lot. Thank you!
@notverygoodguy
Жыл бұрын
Thank you for leaving feedback, it really makes a difference and I am very pleased this video was useful for you.
Thank you a lot for this very easy step by step tutorial!
@notverygoodguy
2 жыл бұрын
So pleased it was helpful.
Absolutely the best tutorial for this. Thanks a lot!
@notverygoodguy
Жыл бұрын
Really pleased it was helpful and thanks for the feedback!
I learn something new about this program every day I swear. Thank you for showing this feature off. I would have never knew it existed.
@notverygoodguy
Жыл бұрын
Thank you for the feedback. There's so much Blender can do and I am glad this was helpful for you.
You are a natural teacher. Thank you for this video.
@notverygoodguy
Жыл бұрын
Thank you. That's very kind.
Brilliant, thanks, finally a video that explains how to do this simply.
@notverygoodguy
Жыл бұрын
I am very pleased this was helpful for you. Thanks for leaving the feedback.
This was the best! Exactly what I needed for my 3D printer
@notverygoodguy
Жыл бұрын
Very pleased to hear it is useful and thanks for the feedback.
awesome! opens up so many possibilities!
@notverygoodguy
2 жыл бұрын
Glad it was helpful and thanks for the feedback.
Oh my gosh I've been trying to figure this out for days, thanks a lot! take my upvote.
@notverygoodguy
Жыл бұрын
Glad to help and thanks for leaving the feedback!
huge thanks!!!! I have been looking for a way to adding textures on my design, this is the only video I have found solve my problem!. thanks again!
@notverygoodguy
5 ай бұрын
Glad to hear it helps and thanks for the comment.
Awesome! This is exactly what I wanted to do. Thanks, 👍
@notverygoodguy
2 жыл бұрын
Very pleased to hear it was useful!!
cool, Ive always seen to do it with UV editing but this works just as well, if not better in some cases. and now I can still use the vertex groups to assign multiple textures while also using the UV altering for the texture mapping, sick!
@notverygoodguy
2 жыл бұрын
Thank you for the feedback. I am glad it was useful for you. This method is particularly useful if you plan to 3d print the result because it gives you real geometry rather than something that can only works when rendered.
Thank you so much!! This is super simple and exactly solves what I'm trying to do and more.
@notverygoodguy
Жыл бұрын
I'm so glad! Thank you for letting me know :)
Thank you so much for explaining this! I think you explained it well!
@notverygoodguy
Жыл бұрын
Thank you for letting me know. I am pleased you found it helpful
@violettracey
Жыл бұрын
@@notverygoodguy 😊
Thank you so much for this video! Im new to 3d printing and could not understand why downloaded models showed no texture when opened in Lychee. I have spent two weeks tearing my hair out until I found this video yesterday. great tutorial, simple to follow, well explained. A+++++. Great work!
@notverygoodguy
Жыл бұрын
Thank you so much for taking the time to give your feedback on this. It is much appreciated and I am very pleased this video was so helpful for you.
This was perfect! Thank you!
@notverygoodguy
Жыл бұрын
Great to hear! Thanks for the feedback.
Very cool! Thanks for the tip.
@notverygoodguy
Жыл бұрын
And thank you for the feedback.
Very nice and clear video. Thanks a lot!
@notverygoodguy
4 ай бұрын
Great! Thanks for the feedback.
Awesome, thank you! This is exactly what I was looking for
@notverygoodguy
2 ай бұрын
That's great to hear. Thanks for letting me know.
I like the little zoom-ins on the imprtant menue points. Really good idea!
@notverygoodguy
3 ай бұрын
Glad you like it :)
@leinadreign3510
3 ай бұрын
@@notverygoodguy Yes I did, and it was really helpful!
Just a heads up, the reason you choose Z for direction is in the name of the texture file you are using. You need the height map information, that information is only applied in the Z direction in this case. Now if you was doing it on a side of the model your height would be in the direction of the X or Y, depending on the direction the face is. Hope that helps you understand why you chose Z in this case...;)
@notverygoodguy
9 ай бұрын
Thank you. Appreciated.
That was very good, Sir! 😉 Thank you very much.
@notverygoodguy
7 ай бұрын
Thank you! Glad it was useful
Thanks, that solved my issue on selectively applying the displacement modifier :)
@notverygoodguy
6 ай бұрын
Great to hear! Thanks for letting me know.
Super helpful, thanks so much!
@notverygoodguy
Жыл бұрын
Good to hear! Thanks for the feedback.
Au contraire Mr Not Very, you may be a good guys as you just have saved me about a weeks worth of work.
@notverygoodguy
2 жыл бұрын
I am very glad to hear that this was so useful for you and thank you for your feedback!
6:27 a dog walking on tile in the background. so wholesome.
Tried so many blender tutorials that didn't work... Ty for saving my sanity on a Friday night.
@notverygoodguy
Жыл бұрын
Glad it worked for you and thanks for the feedback.
thanks so much for the tutorial, was really helpful ^^
@notverygoodguy
2 жыл бұрын
Great to hear and thank you so much for the feedback.
Great tutorial!
@notverygoodguy
2 жыл бұрын
Thank you very much for your feedback. I am glad if it was helpful.
Very good, thank you for the video.
@notverygoodguy
2 жыл бұрын
Thanks for the feedback. I am very pleased you found it useful.
@dio8440
2 жыл бұрын
@@notverygoodguy It's simple, helpful, and straight to the point, thanks again.
Thanks again Mate!
@notverygoodguy
4 ай бұрын
Thanks for the feedback!
muito bom! muito obrigado! foi muito claro! ótimo vídeo! justamente o que quero usar no blender! (aqui é do Rio de Janeiro - Brasil)
@notverygoodguy
Жыл бұрын
Obrigada!
Thank you for this video so much easier to follow than 99% of blender videos. Now if I could just get the sub surfce mod to stop destorying my low poly models...
@notverygoodguy
2 жыл бұрын
I am very glad this was useful for you and thanks for the feedback. Without knowing exactly what the sub surf is doing to your models it is worth pointing out that it is specifically designed to break low poly models :) If you are only trying to add more geometry without changing the shape the selecting "Simple" in the sub serf modifier option will give you that.
@CheshireCat478
2 жыл бұрын
Add more loop cuts. Mainly to the edges. Also I think the sub surf mod hates triangles so try not to have too many triangular faces.
@untossablesalad4423
2 жыл бұрын
You might try the Remesh modifier as well. It does something similar but in a different way.
@genghislife9644
Жыл бұрын
Select simple instead, it keeps the geometry of low poly.
@d-emprahexpects
9 ай бұрын
You all are talking a language I don't yet understand 😂
Amazing, thanks a lot
@notverygoodguy
5 ай бұрын
It's a pleasure, thank you for your comment.
This is as close as I’ll ever get from receiving a lesson from professor snape.
@notverygoodguy
2 жыл бұрын
I think I could do a better impression of him if I put my mind to it. Maybe the next one.
Excellent
@notverygoodguy
Жыл бұрын
Thanks for the feedback. It's always nice to know if the video was helpful.
For being “not very good guy” this was a very good tutorial. Subscribing now!
@notverygoodguy
Жыл бұрын
Thank you very much. I hope to have some more interesting stuff soon.
@jaimevaldez3058
Жыл бұрын
@@notverygoodguy I am scanning car trims and 3D printing, thinking of applying a leather texture to print after modeling the scans. This tutorial will be helpful in reaching that goal.
@notverygoodguy
Жыл бұрын
@@jaimevaldez3058 Perhaps you could pop into the "Blender for 3d printing" Facebook group and post pictures of the results. I would be interested to see them!
Well dam that's not so hard at all. Thank you for showing us the concise way to do this. 👍
@notverygoodguy
12 күн бұрын
And thank you for the feedback! Glad to hear this was useful for you.
Your videos are so awesome! Not Very Good Guy is a funny joke because you're the best!
@notverygoodguy
2 жыл бұрын
You are very kind :) I am very slow but am planning the next video soon.
Well done :)
@notverygoodguy
2 жыл бұрын
Thank you :)
very relaxing content
@notverygoodguy
11 ай бұрын
Well that's quite a compliment :) Thank you.
u cn also do it with the coordinates set to uv to be able to draw your own details in as well by painting ontop of the texture you use
@notverygoodguy
2 жыл бұрын
This is a great idea! Thanks
Cheers...really good
@notverygoodguy
Жыл бұрын
Thank you!
Great thank you
@notverygoodguy
Жыл бұрын
Thanks for the feedback!
very informative
@notverygoodguy
3 ай бұрын
Thank you
I love you, thanks
@notverygoodguy
2 жыл бұрын
Very pleased if this was useful for you!
Ive been trying to get my head round Blender to add Texture to a wall and failed, so your video is a great help for me to work on, I think the problem I had was trying to import a model from Solidworks or Sketchup and you cant do that, so I am interested how you started this model before you started to add the texture ... Regards john
@notverygoodguy
Жыл бұрын
Glad this was useful for you. The original model is just hard surface modelled within Blender. Just a re-sized cube with some some added edge loops and some of the resulting edges moved around a bit. There are some supporting edge loops on the edges to ensure the sub division surface modifier doesn't turn it into a ball :)
How did you go into the edit mode? I am a beginner and couldn't see any click at 5:12. Tried to deselect the edit mode for subdivision but still no changes on the object. It doesn't show the vertices and is the same like before.
@notverygoodguy
2 жыл бұрын
You are right, it doesn't show up does it. Press Tab to toggle between edit and object mode but make sure your mouse is on the main viewport window (the one that your model is displayed in) when you do. Alternatively you can select the drop down box top left of screen just under the "Edit" and "Render" menu items that probably says "Object mode" at the moment and select edit mode from there.
Tying this in with creating UV maps would be helpful. All I'm trying to do is get around prusaslicers fuzzy skin limitations and model some rough texture to improve grip. Blender is so unintuitive it has been 4 hours of frustration just trying to get some surface texture to shrink-wrap itself around my part and not be some plain project turd. I had it working once - with UV maps - but then I did something and it all broke and I haven't been able to get it working again :( I'm also struggling with the variable poly density of my model - flat surfaces have very few vertices for the displacement map to work with and subdividing "enough" is massive overkill for any curved surfaces.
@notverygoodguy
3 ай бұрын
A UV map creation version of this is on my list of videos to do but I feel your pain. I would say that there is no getting around requiring enough vertices if you are going to use displacement as a way of adding texture. Have you considered using a texture as a brush and just painting it on in sculpt?
@rossk7927
3 ай бұрын
@@notverygoodguy I haven't opened blender in over 20 years before today. It wasn't very good back then compared to 3ds Max which I had access to as a student. Painting using a texture brush sounds prefect - I'll look into it.
@rossk7927
3 ай бұрын
Finally got it sorted out. I was expecting UV mapping to have some sort of observable state but it seems that it's more of an invisible property... maybe associated with vertex groups??
nice
@notverygoodguy
2 жыл бұрын
Thanks!
nice, what about right click = shade smooth?
@notverygoodguy
2 жыл бұрын
Not for 3d printing. The shade smooth option makes your model look smooth on the screen and in any renders you do but it does not smooth the model itself. So, if you export your model and print it it will look like you have the "shade flat" option set anyway. So, for 3d printing always have shade flat and not shade smooth.
How complex do the models need to be? I just want to create a simple wall and add texture but when I try to apply this tutorial, the model becomes a flat oval and no texture can be applied without it looking crazy. And no amount of decreasing the strength makes it look good.
@notverygoodguy
Жыл бұрын
It doesn't need to be complex, a wall would be fine, but it does need to have enough geometry. If you select the "Simple" option in the subdivision surface modifier you should get plenty of geometry without it turning your wall into an oval :) I don't do this in the video because you might notice I have added edge loops close to the straight edges of the model which can also preserve the shape of the model when using the subdivision surface modifier. By the way, if your wall has no thickness, this displacement method might not give you what you want so you might need to add a solidify modifier before the displacement but after the subdivision. I hope this helps but let me know if you have any further issues. Good luck.
Will the model from blender print the same in Real life? With this all bumps and grooves? Could you do a tutorial how to do real bumpy wood model, wich i could print? Id like to make as good wood print as i can. Id be greatful.
@notverygoodguy
Жыл бұрын
This will print just as you see it here. If it is a wood texture, it will print looking like wood. For really rough stuff with bits of branches sticking out of it you might need to add a bit of sculpting or modelling though.
I was wondering, what type of printer should I get if I want to create a 4 foot model?
@notverygoodguy
2 жыл бұрын
Any printer will do it if you cut your model into smaller parts and fix them together afterwards. This is probably a good way to do it anyway because if you have a failure near the end of a 4ft print you will have wasted a LOT of filament. That said, if you really want to print something that big as one part, the only remotely reasonably priced printer that can do that is the Creality CR-30 but it can only do that size on one axis. www.creality3dofficial.com/products/cr-30-infinite-z-belt-3d-printer
actually, maybe you can try a different method because this will cause the texture to look streaky in most cases. I worked al long time to find how to get rid of this and have the texture lay evenly on the surface. better to select the vertex groups, use UV unwrap, bring in your same texture to the UV, then do the displace mod with the texture and vertex group as you did but then select direction from UV and the texture will lay evenly on the surface.
@notverygoodguy
5 ай бұрын
I will look into this but I haven't seen the issue you describe. I have used photo's for the texture and they have come out fairly well.
@rjv2395
5 ай бұрын
@@notverygoodguy I use blender for jewelry pieces, large pendants mostly. I use texture on different vertex groups on the piece. I could never get the actual texture from the photo onto the piece it was always streaking along an axis. then I finally figured out that if I used a UV unwrap on the vertex group and then added displacement modifier with the texture it placed it evenly over the area with the right settings in the modifier. I also found that manual UV unwrap works better than smart in most cases. just sharing what works for me
@notverygoodguy
5 ай бұрын
@@rjv2395 Perhaps it is because I am more likely to use a flat surface and unwrapping wouldn't make much difference to that. I'll definitely try with a UV unwrap. Thanks for the suggestion.
Is there a blender trick to modify geometry so there are no overhangs beyond a certain angle - so it adds chamfers below windowsills for example?
@notverygoodguy
2 жыл бұрын
Sadly not. It would be very hard to do. It would need to guess which orientation you wanted to print in for a start. But what would it do with a large over hang such as an arm straight out at 90 degrees? The closest I could think of would be to select all the edges that you are concerned about and bevel them with ctrl b and mouse scroll wheel. The 3dprint add on that comes with blender can attempt to identify the problem areas at least.
@TheAndyroo770
2 жыл бұрын
@@notverygoodguy Interesting, thanks. I will have to revisit Blender but previous visits I struggled and felt a bit overwhelmed by options! Shapr3D I get along with quite well but blender seems super powerful if you can get your head round it.
@notverygoodguy
2 жыл бұрын
@@TheAndyroo770 Blender does have a lot of features for sure but take it slowly and it becomes invaluable!
it dont work very well unless im using alot of verties. anyway to help with that?
@notverygoodguy
Жыл бұрын
You definitely need the geometry if you plan to 3d print the result. I believe it gives a suggestion in the video. Create a subdivision surface modifier and set it to "Simple". This will create more vertices for you but retain the shape. If you are not interested in 3d printing this then it is probably not the best solution. You can bake detailed textures onto a low res model if you just want to only render stuff but that's a completely different video :) Hope this works out for you.
There is a .blend file, so you can easily add the material to the asset browser ;)
@notverygoodguy
Жыл бұрын
Ahh, cunning! Thank you :)
Whenever I do this, my model just ends up with a static-like texture. I can only seem to texture cuboid objects
@notverygoodguy
2 жыл бұрын
This could be just a case of getting the strength of the displacement correct. It is a very small step between looking right to looking awful. Holding shift as you adjust the strength can help. If not, provide a link to a blend file you have with the texture (remember to "File->External Data->Pack Resources" first to add the texture image to your blend file) and I can take a look at it if you like.
@notverygoodguy i tried to do square base with this tutorial ..cant .. everything looks like fractals .. what im doping wrong?
@notverygoodguy
7 ай бұрын
Hard to say with the amount of info you have provided. It may be you simply have the effect strength too high. Is there any way you can provide more detailed info. A screen shot would be nice :)
@GURU500uk
7 ай бұрын
@@notverygoodguy yes ups I thought I upload screen .. :) let fix that
@GURU500uk
7 ай бұрын
snipboard.io/BrxIDL.jpg
does the printer care about geometry (quads, ngons, tris, overlapping, insane dyntopo sculpts) at all or are there rules?
@notverygoodguy
2 жыл бұрын
When you export to stl for printing everything gets converted to triangles anyway so no, it doesn't matter. The model does have to be manifold and inverted faces, overlapping and other broken meshes can cause a problem.
@macgruber4689
2 жыл бұрын
@@notverygoodguy ok thank you
thanks thanks thanks :)
@notverygoodguy
2 жыл бұрын
Very pleased you found it useful!
When I do this on my object, it only shows the texture on the Z facing surfaces. It shows vertical lines on the X and Y surfaces. What am I doing wrong?
@notverygoodguy
9 ай бұрын
It will do that yes. If you want to wrap the texture around your object you'll need to UV unwrap it first. I don't cover that in this video but many other people do. You have given me an idea for a new video though :)
@natalieb6893
9 ай бұрын
@@notverygoodguy thank you so much for the reply! I'll definitely check that out. And I look forward to the video! :D
Nice! Thank you. I take it you don't bother with UV mapping if you're just printing this. I'm curious as to how easy this would be to apply the textures to the model so they line up with the geometry. Not everyone uses Blender for 3D printing ;)
@notverygoodguy
Жыл бұрын
No I don't do any UV work but I imagine if you unwrapped your model and applied the texture you could then use a displacement to apply it to geometry. I could WELL be wrong about that though.
@unclejacksimulations9423
Жыл бұрын
Instead of Local, change the displacement coordinates to UV, adjust strength, done
@snookofficial7211
Жыл бұрын
@@unclejacksimulations9423 Thanks!
I think in one frame you have circled remove instead of select :)
@notverygoodguy
2 жыл бұрын
Yes I know but with Davinci Resolv crashing on me every five minutes I didn't have the motivation to go back and fix that :)
Anyone else not getting this to work? i follow the video but no texture is applied to the faces i picked. it just scales funny and dosnt show any texture at any scale.
@notverygoodguy
9 ай бұрын
Are you using the displacement texture? Have you played with both the strength slider and the slider in the "crop" section in the texture planel? I just tried this again on the latest Blender and it still works fine. Other than that, if you can provide a link somehow to your blend file, I could take a look.
hm, i tried a fabric texture but there's no displacement file to download. must just be light and diffusion maps since it's so small? well shoot...
@notverygoodguy
Жыл бұрын
Try one of the others anyway. The most contrasty probably will work anyway as long as you have enough geometry in your model. It is possible to use photos so using the displacement map isn't as essential as I made out :)
@ThatHippyDuck
Жыл бұрын
@@notverygoodguy ok I got it working. Thanks for your tutorial work
@notverygoodguy
Жыл бұрын
@@ThatHippyDuck Thanks for letting us know!
2:47 Just a little thing...... The date you modified these texture is my birthday.
@notverygoodguy
2 жыл бұрын
It may be little but is still important. I wish I had known, I might have mentioned it :)
what can be done if the texture is tiny on the model?
@notverygoodguy
Жыл бұрын
I don't think it should be. You can change the x and y crop which will stretch it. Alternatively scale down your model and then scale it back up again when you have applied your displacement modifier. I am not sure if this works as I haven't found a texture anywhere that is too small.
@badmonkey91
Жыл бұрын
nvm...i think something was corrupted with that file...I made a new one and it's fine. the first one was loading two different files
@notverygoodguy
Жыл бұрын
@@badmonkey91 Glad you have it sorted!
I have been looking for exactly that kind of tutorial. I create my models in DAZ and a lot of surfaces are just plain flat, given depth by UVs (??). Any advice on how to proper thickening clothes for 3D printing on the inside ( without loosing too much detail as it does happen when one uses the solidify modifier)?
@notverygoodguy
Жыл бұрын
I am glad it was useful for you. My next video will be about the different ways for creating clothes on human models with a view to 3d printing them though will not be out until after the new year. The solidify modifier should not remove detail though it can be a bit difficult to control what it does sometimes. It has lots of options that might help you though without seeing why you lose detail with it, it is difficult to offer a recommendation. If you can find a way to provide a .blend file I could try and have a look at it. I don't cover DAZ for making models in this channel even though it IS pretty good mostly because its licensing restrictions for 3d printing are a bit over the top in my view. Maybe you might consider an alternative.
@amimeebee
Жыл бұрын
@@notverygoodguy well.. i paid a good amount of money for my assets and i strongly believe its noone elses business if i print those for my own pleasure. in addition, i probably put in a ton more hours into making it printable, than the creators of most pieces have put in creating each piece. i agree, that commercial use and/or even publishing these models for free might be an issue. despite that, i published one of my models for xmas, for a short amount of time. It does print fine.. however, parts of the clothes are very thin and broke, and i got no idea (yet) how to increase the inside of boots i.e., to have them merge and not ending up with feets printed inside the boots, leaving behind resin traps. -because expanding along the normals does drag one side in the other out - and it might be doable by splitting it up in all tiny parts. and i dit with the 600+ hair-items in the later given example. as i know no other way to communicate with a youtuber but the comment section ( https REMOVE THIS ://cults3d. REMOVE THIS com/de/modell-3d/verschiedene/merry-xmas-meebeecom/de/modell-3d/verschiedene/merry-xmas-meebee )
@amimeebee
Жыл бұрын
@@notverygoodguy i only joined most of the parts and not been using a boolean. therefore you should be able to split it up in parts if i am not mistaken
@notverygoodguy
Жыл бұрын
@@amimeebee Wow! You put a ton of work into getting that printable!! The hair alone is a masterpiece of patience! I can't imagine the time it took to support this :) There isn't much that can be done with the stl file without the original but I think you have found a problem that everybody finds when trying to adapt things made for rendering into something that can be printed but most don't have your patience. You already have your solution though too. It is making every individual item thick enough to print and have access for support. And make adjustments. For example the outer skirt that nearly sits on the inner skirt should really be actually be joined to it much like the corset is. It won't make any difference to the model given the size you are likely printing at but would solve all sorts of problems. I see your problem with the boots and the only solution I can see is to actually make the boots solid a little way inside. Ideally you would boolean them with the leg too. Hair usually has to be just a few objects and people usually sculpt hair or create a few curves which are then converted to mesh and merged. Controlling the solidify modifier when you have small details can be difficult but you can restrict the effect of it in parts of your model by using vertex groups and adjusting the factor slider but ultimately, when creating detailed clothing you should be making it thick enough before you add details like folds and creases. I do admire what you have done here because I can see the effort involved and you have apparently been successful. I will try and do a video of handling difficult issues with the solidify modifier in the not too distant future.
@amimeebee
Жыл бұрын
@@notverygoodguy Thank you very much for taking the time and having a look at it. Yes, merging the pieces is the plan. i just still lack the skill to do it. but the vertex group thing is a point to start at. i will dig deeper. regarding the patience: if you use the "try and error" learning methoid of self-educating, one needs a lot of it. i started 2 months ago. and while i put a lot of time in figuring things out already, i am not too concerned. the example is my 3rd printed model. and while getting to the first one took above one months time, the third one "only" took about a week. i am pretty sure, soon i will be able to do more complex models in lesser time and be able to concentrate more on the creative aspect of the creation than on solving the technical riddles. but even if not: its a journey, not a race ;)
Minimum trying 🤘
@notverygoodguy
Жыл бұрын
Hope it helped!
@davedavem
Жыл бұрын
@@notverygoodguy it did, thanks!
What am I missing? I cant get this result.
@notverygoodguy
6 ай бұрын
It's kind of hard to say with so little information. Can you describe how what you do get or can you link to pictures of your model mesh?
@robert5770
6 ай бұрын
Thank you for your reply. I get either no texture on an object or scale (strength) it up to very heavy peaks and valleys. I have created objects in blender and brought in STL's same result. I've created objects in blender and covered them with Vortices, same results. Thick, thin, short, fat objects all have the same outcome. 1 thing I wondered is are you working in meters or mm? I am in mm. @notverygoodguy
@robert5770
6 ай бұрын
Also using version 4 @@notverygoodguy
@notverygoodguy
6 ай бұрын
@@robert5770 OK I hadn't tried version 4 as it doesn't work well with charmorph but I just downloaded and tried this displacement and it still seems to work and I do use mm. Try it just using the default cube. In edit mode select everything if it isn't all ready select and subdivide it to ten (you can set how many it does in the little menu thing that pops up bottom left). Then do it again but subdivide maybe to 2 or 3. Then apply a texture that has a lot of detail like the stones I used in the video. If you are getting huge valleys and peaks try adjusting the strength slowly by holding down the SHIFT button while you drag your mouse over the value. The fact that you do get this problem does suggest its working. If all else fails see if you can find a way to post a link to your blend file, I'd be interested to see what is going on.
Very good tutorial except everything i did crashed my whole pc so if it happened to make it i had to save every click...
@notverygoodguy
3 ай бұрын
Sorry to hear about that. I haven't heard of that happening to anyone before. DId it always crash at the same place?
I'm not getting this - my disp is pixelated and not like what you did
@notverygoodguy
Жыл бұрын
Do you have enough geometry? You need do sub-divide your model quite a bit to get enough resolution. Alternatively, it may be that your texture is really low resolution. Let us know.
Very cool but unhelpful in the newest Blender version because this feature either has been moved or no longer exists I think its time to start mentioning Blender version model. They keep releasing new versions with interface changing and features shuffled. its very frustrating. as it is, Blender is a pain in the ass to master but to make matters worse they keep changing it.
@notverygoodguy
2 жыл бұрын
While I understand that it is frustrating when things get changed, the technique discussed in this video does actually work with the latest Blender (3.0.0). Can you say what issue you had. I too get annoyed with things changing (knife project works differently now for example but they rarely make big changes and if you stick with an "LTS" release, things should stay the same.
@OdysseanPromise
2 жыл бұрын
@@notverygoodguy I don't know about Viktor, but I can't get anything other than noise when I add the displacement map
@notverygoodguy
2 жыл бұрын
@@OdysseanPromise To me this suggests either the "strength" value is too high in the displacement modifier, you don't have enough geometry or maybe even the is an issue with the texture itself. If you have a way of sharing your blend file I would be happy to look at it.
@OdysseanPromise
2 жыл бұрын
@@notverygoodguy I did adjust the strength as you suggested. Even at very low (.050) strength it’s more like just a dusting of pock marks rather than cobble stones I tried on some very very small planes and could get it to generate but the texture doesn’t seem to repeat in any real way and just warps, even with the “repeat” option on
@notverygoodguy
2 жыл бұрын
@@OdysseanPromise Is there anyway I could look at the texture you are using?
I payed someone to do this to a game model.... Rip
this is not working. I think it's because of how he made his model. He has double lines around most of it. Why does he have that? He also doesn't talk about which add-ons he is using or if there are any other special settings he has. He needs to say "yes" or "no" to everything that he has going on at the start.
@notverygoodguy
Жыл бұрын
The double lines are there to constrain the subdivision surface modifier. Without these the flat faces would turn into curves when using it. You can achieve the same using "mark sharp" on the edges but the "double lines" is more reliable. There are no add-ons used in this video, it is stock standard Blender. The only non-standard setting I have is that I always have "face orientation" set to on but that shouldn't make a difference here. Perhaps you could explain where it isn't working for you. Maybe I can help.