The Trick that will Make Your 3D Models 10X Better!
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There's a technique to getting good looking 3D models in Blender. It might seem obvious, but knowing how to use bevels, how they work and what your options are is powerful knowledge that will help improve your 3D skills. In this video you'll learn all about the Power of Bevels in Blender.
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Chapters:
00:00 Intro
00:35 Why we use Bevels in 3D software
01:41 The Bevel Modifier in Blender
05:36 Bevel Setting to do it Right
09:27 A Practical Example to using Bevels
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Пікірлер: 125
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@timothymcglynn1935
12 сағат бұрын
🎉 awesome 🎉
I love edging in blender
@mehface
9 күн бұрын
xD
@Gunner98
22 сағат бұрын
kid named blender
@kerhabplays
20 сағат бұрын
@@Gunner98 💀
@cerulity32k
3 сағат бұрын
SAME
Not sure if it was talked about but make sure to apply your objects scale before bevelling.
@KaizenTutorials
5 күн бұрын
Good one! This is good practice in general btw.
Why am I watching a whole video about beveling? And why is it actually interesting? 😂
@KaizenTutorials
15 күн бұрын
I guess… it keeps you on edge 😏
@MomoTempest6
15 күн бұрын
@@KaizenTutorials 😮😮😮😮😮😮😮😮
@NotSoMuchFrankly
15 күн бұрын
@@KaizenTutorials Ouch! That was sharp.
@Alexgudmusic
15 күн бұрын
@@NotSoMuchFranklyit was beveled
@Cts_ville
14 күн бұрын
@@KaizenTutorials😂😂😂I see what you did there
Don't forget about the bevel node in the shader! It's really useful when you have far away stuff and don't want to add any geometry at all! I like to use it for wall corners. Gets rid of those sharp unrealistic junctions. And for more detailed models, you can even add noise/dirty details to the node to make it even more realistic. Great video!
*"The Power of Bevel compels You"* ...... everytime
@Tomy_Yon
15 күн бұрын
That's funny because in Dutch 'bevel' means 'to force or obligate'. 😊
You can use bevel weights with bevel modifiers in order to controll each edge individually for non-destructive modeling. So yeah I'm stikcing to my beloved bevel modifier
@KaizenTutorials
15 күн бұрын
Yeah you can! Its just a lot less flexible imo.
@MrRuumi1
15 күн бұрын
@@KaizenTutorials Still thank you for the video! I see benefits of both teachniques, they are each unique in their own way :)
@pablitopdf2338
11 күн бұрын
@@KaizenTutorials cap! You can go back whenever you want
@rbettsx
11 күн бұрын
@@KaizenTutorialsGN assigned vertex groups have made the modifier much more flexible already. And we can look forward to the modifier accepting edge attributes.
@frenklemperd4969
8 күн бұрын
can you do both? for example using a bevel modifier and beveling some edges with ctrl + b does that even work?
Personally I sometimes use the percentage bevel to increase the polygon number of a part of an object. For example an oval of only 8 sides, just put the bevel as a percentage to have more polygons (don't forget to merge by distance after the bevel). Also practical for going from a low poly to a high poly in a video game
I think it's important to mentally distinguish 'form' bevels (for shape) from 'detail' bevels (for light response), and handle them separately. For convincing normals at corners, detail bevels should have an even number of segments.
I'm not a professional modeler, and I'm still learning blender, but I often bevel things and sometimes I do change the width type to percent, mainly for more precision or simply because it produces a different result that I prefer over the default type.
7:30 Face strength is used for the Weighted Normals modifier. Stronger faces will maintain their flat appearance when adjacent to the weaker faces(which will look smoothed out) Like in this case at 8:53 Even despite the weighted normals modifier, the sides still aren't looking perfectly flat. They look slightly bumped out when you look at proper angle. To fix this, just make the big faces have Strong face strength and the beveled edges have Weak. (And enable usage of Face strength in the Weighted normals modifier). The difference is subtle but makes it better.
The quality of this video is like I'm watching a movie itself. Thank you so much.
I’m really interested in how you made the plasticky texture in the final render, like the orange of the light coming through as if it’s somewhat transparent like if you put a light behind your thumb
Bevel is king! Too bad Blenders bevel has been bugged for years now, messing up the UV and any edge data quite severely and they won't fix it for some unknown reason. I guess they're waiting for bevel v2 that's supposed to come to geo nodes, but that one have been postponed for a year or so now as well. Love that Blender is free and open source, but sometimes it has it's prices..
i expected nothing and i'm happy now
@KaizenTutorials
2 күн бұрын
Haha awesome!
the messi looks great 😁😁😁
truer words were never spoken!🙌🏼
Actually I am enjoying 12 min video just for bevel modifier damn:😂
@KaizenTutorials
12 күн бұрын
Hahaha
Woah learned a lot of new things from this great video, I hope you kaizen will soon reach 200K
@KaizenTutorials
12 күн бұрын
Thanks a lot!
You can also achieve different bevel widths non-destructively by using the 'Weight' Limit Method instead of 'Angle' inside the Bevel modifier, giving you the option to manually set bevel weights per edge.
@KaizenTutorials
15 күн бұрын
Yep as I said in the video. Its just a lot less flexible than manual bevels.
@WhenTheUhh
15 күн бұрын
@@KaizenTutorials Oh shoot, I must have completely zoned out, now I see, mb. Banger video as always then
@AzraelArt
5 күн бұрын
@@KaizenTutorials but also a lot more destructive, which is a no go in a modern production setting
very rarely I'll use the percentage profile due to the specific model not going as extreme ith the default (might've just done something wrong but I haven't had that problem in a while)
Bevels are sick
@KaizenTutorials
12 күн бұрын
A day not beveled is a day not lived!
Select sharp edges?! Awesome thanks
I wonder how it would look with thr subdivided modifier. Imma give it a try tonight!
in max there is an "alternative" to bevel workflow, you can put weight on edges, it work well becaue you can add edit poly modifier after that and still change value of weights before subdiv. That's something i miss switching to blender.
@KaizenTutorials
12 күн бұрын
Isn't that similar to using the modifier with the weight type instead of angle?
@Benn25
12 күн бұрын
@@spartan22550 no no, you totally can do exactly that in blender, and is is extremely flexible and powerful.... and non destructive. you just have to make vertex groups, then apply your bevel modifiers to the group you want. you even can make several different bevel shapes by using different modifiers in the stack. It is very powerful, and deserve a place in this video.
@Benn25
12 күн бұрын
@@spartan22550 no no, you totally can do exactly that in blender, and is is extremely flexible and powerful.... and non destructive. you just have to make vertex groups, then apply your bevel modifiers to the group you want. you even can make several different bevel shapes by using different modifiers in the stack. It is very powerful, and deserve a place in this video.
10:01 You always can use more than one bevel modifier with the limit method on weight and mark them if you really want a non-destructive workflow, but with a simple model like this I would go destructive with no problems.
You can also bevel on a material level, this is great for adding bevels to very sharp edges without adding any polygons.
Back with another W
@KaizenTutorials
15 күн бұрын
Thanks!
We just call Bevels "Fillets" in NURBS 3D modelling. It gets even more fun when you start playing around with G1, G2, G3 curvature etc especially in Autodesk Alias and Rhino 3D. 😄
@KaizenTutorials
5 күн бұрын
Fillets in CAD software packages is so satisfying usually!
I work at Blenderbottle! Thanks for the spotlight 😂
7:40 i'm not getting the apply preset option after doing that does anybody know why? nvm i just forgot to add segments
New pronunciation for chamfer just dropped!
@KaizenTutorials
12 күн бұрын
Haha whats the right way then? Im not a native speaker obviously
Top notch again
@KaizenTutorials
15 күн бұрын
Thanks!
I always use manual beveling over the modifier one cause then I have control over what edges are actually beveled as I rarley want all edges of an object beveled but just some of them. For ex the edge where 2 parts join together I mostly dont want beveled as that could look strange because the meeting edges would then curve inward and thus look like a cutout in the joint.
@rbettsx
11 күн бұрын
Unless you're printing or somesuch, separate parts are better modelled *as* separate parts. In this video, for example, the window frame should have been disconnected from the glass panes in the first place.
How do you solve the ngons that get created from beveling? At 10:52 you created an ngon near the back of the model.
@KaizenTutorials
5 күн бұрын
Ngons aren't always a bad thing. If they appear on places which are flat/relatively flat and don't need to deform for animation it's not a problem usually.
@TheTattorack
5 күн бұрын
@@KaizenTutorials You still get issues with the normals on flat surfaces, especially if the ngon is not a "nice" shape. These kinds of issues present themselves as weird "wobbles", especially noticeable on more reflective surfaces. Ngons also confuse the UV unwrap, often causing odd stretching and general wonkiness in UV islands. Personally I'd want to completely avoid ngons.
Very good video :)
@KaizenTutorials
12 күн бұрын
Thanks!
One of the things that "annoy" me when looking at hard surface modelers, is the complete lack of consideration to production. A cube with a cylinder on it? Unless creating actual welds, the bevel would always go the opposite way in real life; a chamfer to guide the insertion of the cylindrical piece. "Outside bevel" everything may cause better highlight catching, but it sure isn't "realistic" from a production (of the piece) standpoint. Also don't forget about the 0.75 superellipse, it creates a much better curvature comb, a smoother transition from flat to curve. I also often end up with shading artefacts; across long polygons due trying to keep things low poly for efficiency, or inability to keep faces flat (no smoothing) that should appear flat. I have come to love the bevel node; it does a good enough job for distant objects (all of my objects are distant - enough - anyway), and you get to add noise to it (like after a deburr operation) with no additional geometry whatsoever. I really wish the bevel operator/modifier had the option to create the last segment tangent to where it connects to. More geometry, but cause no further issues. Note that bevels in a polygon modeler will always be extremely rudimentary compared to what you can achieve in i.e. Solidworks surface modelling.
@KaizenTutorials
10 күн бұрын
You're right. If we're talking production using Blender in general isn't the best idea. CAD softwares likes Solidworks are way more suitable for that.
@gottagowork
10 күн бұрын
@@KaizenTutorials I don't mean strictly about creating for fabrication and documentation purposes, but the idea of creating production plausible models for 3D rendering. Especially as far as metal machining goes. Sheet metal have some considerations, milling and lathing others, whereas plastic molding has yet other considerations. We already try to accomplish plausible materials, so why not objects?
What happens if you don’t like the bevel later.
@KaizenTutorials
15 күн бұрын
Thats an issue yeah, using the modifier initially can help visualize and then do the manual bevel later on.
@johnpekkala6941
15 күн бұрын
Like how I learned just today when i wanted to remove a bevel at the bottom end of a table leg. You mark all faces of the bevel and then select Dissolve faces in the delete menu and it will be removed.
Konnichiwa ! yashashi tutorial ❤,, Arigato ❤
"Because nothing in real life is 100% sharp"
@KaizenTutorials
10 күн бұрын
Nope, nothing is that sharp indeed.
How do you define "alt-right"?
destructive modelling is dangerous. We should try to avoid it as much as possible. The last method you didn't showcase in this video is the vertex group applied to the bevel modifier. this is extremely powerful, and very flexible. plus it is non destructive and fully procedural. the best of both worlds.
@jo_kil9753
14 күн бұрын
why would it be dangerous?
@Benn25
14 күн бұрын
@@jo_kil9753 dangerous because you cannot go back easily. you need several backups along the way, and it is a pain to manage, plus you will have to redo everything else when starting again from an outdated backup. working procedurally should be the very first priority in any workflow (true in any software! and not only 3D), whenever it is possible, this is far more flexible, and easy to correct.
@Blaxpoon
13 күн бұрын
Manual bevels can't hurt you, but they can make you lose a lot of time as they are destructive. That means if you do some bevels, continue working on your model and change your mind, removing said bevels is a pain in the ass
@KaizenTutorials
12 күн бұрын
Well yeah. You can always use a bevel modifier to preview stuff. But once you're set, manual bevels just look inherently better and more real. Plus this is also why I say use bevels with 2/4/6 segments, since removing these is a LOT easier to do than using uneven amounts.
@Benn25
12 күн бұрын
@@KaizenTutorials I came from a CAD background, so the idea of modeling something you cannot undo with one clic is enough to give me goosebumps. furthermore, the fact that even with the possibility to do it very accurately and precisely in a procedural manner (vertex groups), some will still prefer to do it destructively is totally crazy to me. Now, it's ME with my personal background, and also if what you said last is correct (applying it manually look better and more real), yeah it worth the shot.... but I will probably still not do it destructively 90% of the time. (I said 90%, because when you work with converted cad data, sometimes you don't have the choice). again, it's only me, but I think that "avoid working destructively as much as possible and do it procedurally whenever possible"is a VERY good rule to live by.
Hello, I have been in 3D slightly more than 2 years, but I can't find a job or anything can bring some money, any advices?
@KaizenTutorials
5 күн бұрын
Hmm yeah there's quite a bit of competition. I'd say; 1st try getting as good as possible at whatever you want to do with 3D. Then work on a portfolio and presenting yourself in a professional manner. With that in hand finding work should be possible for sure!
Tumbnail be like: Beginner: Cool black backround but bad angle Pro: Orange background goes almost absolute white in the centre, the model looks like it`s unevenly cut in photoshop, 800x600 resolution, but camera angle is goood. No offense, I just have my own quirks Also thank you for explaining more about bevels. Never knew that it was possible to control bevel modifier with weights
hi bro, I want to ask you. I don't know middle mouse.Can you answer me please where the middle mouse is.
@KaizenTutorials
2 күн бұрын
For most mouses this would be clicking on your scroll wheel.
@phyothu8550
2 күн бұрын
@@KaizenTutorials thanks bro💪
6:00 Not Messi bruh😭
@KaizenTutorials
15 күн бұрын
Haha 😝
What kind of laptop do you recommend for beginners and is MacBook m1 pro enough for learn modeling?
@KaizenTutorials
12 күн бұрын
Yep! Any laptop that can run Blender is good enough to begin with.
@btn237
9 күн бұрын
The M1 MacBooks are extremely good for Blender, quite overpowered really (I was using Blender on a 2010s era MacBook Pro Intel for a few years). For strictly modelling, the hardware requirements are quite low.
i guess i gotta go bevel everything now...
@KaizenTutorials
12 күн бұрын
Yupppp!
First to like, comment and then watch
@KaizenTutorials
15 күн бұрын
Awesome!
1:08 When you are too passionate about 3D... you may miss some English lessons. 😆
@KaizenTutorials
12 күн бұрын
an*
Really interesting! But... for real- Does someone know what the F- Face Strength does? 😂
@KaizenTutorials
12 күн бұрын
Yeah for real for real. What does it do?!
Same
sup im here
@KaizenTutorials
2 күн бұрын
yooooo the OG
Hey can u make an video on how to create sky because in KZread non videos show how actually create custom sky in blender they show use image or use sky texture node or addons that not good ,can u make an video? It will be helpful for me,but seems like you I'll ignore my message
@KaizenTutorials
12 күн бұрын
I'm probably not doing another video on skies, but I have a video on how to do a day and night cycle in Blender. Maybe that's useful.
aha seems someone changed video editor☺
@KaizenTutorials
14 күн бұрын
Nope still only me 😅
@asln1122
2 күн бұрын
I can help😅@@KaizenTutorials
That was very interesting! The more I study 3D modeling and architecture (as an amateur at both), the more I realize we do not observe stuff at all Who would've thought there were so many different bevels on such a simple item as a drinking cup lid?
@KaizenTutorials
10 күн бұрын
Thanks! Yeah real life objects are far more complex than they seem. Once you try recreating them in 3D you really start appreciating shapes and finishings on actual objects!
:D
Sir please provide me your blender full course in Hindi language please sir…
@KaizenTutorials
5 күн бұрын
Check my previous comment
Sir i am big fan your projects i request please your videos post to be in Hindi language please sir.please sir..
@KaizenTutorials
5 күн бұрын
If and when YT allows multi-language uploads I'll be sure to include Hindi as one!