Wood and plaster walls - Designing a fantasy / historical building for 3D printing

Тәжірибелік нұсқаулар және стиль

IN the second video in the series looking at how to design a fantasy building (you don't need to have watched the first); focusing on how to use booleans to model a frame from sculpted wooden beams in a way that wont cause you as many issues with your mesh.
Machin3 Tools Playlist: • Machin3 Tools Tutorials
Boxcutter Playlist: • Boxcutter
Sculpting wood (sculpting and using an alpha for a brush): • Different methods for ...
Machin3 Tools Align Relative: • Game-changing! The Al...
Boolean Dos and Don’ts: • Boolean Dos & Donts an...
Applying modifiers quickly in Blender: • The quickest methods t...

Пікірлер: 29

  • @Tony-cm8lg
    @Tony-cm8lg Жыл бұрын

    This series has definitely inspired me to attempt making something like this, can’t wait to see how the roof is going to be done!

  • @ArtisansofVaul

    @ArtisansofVaul

    Жыл бұрын

    Thanks so much. The roof will be next week 👍🏻

  • @larastarslayer3349
    @larastarslayer3349 Жыл бұрын

    This series has been great! keep up the good work!

  • @ArtisansofVaul

    @ArtisansofVaul

    Жыл бұрын

    Thanks so much. Onto the roof next!

  • @Bunyip_Studios
    @Bunyip_Studios Жыл бұрын

    tbf you wouldn't have any visible grain on an end cut, it would look smooth irl Another cool vid

  • @ArtisansofVaul

    @ArtisansofVaul

    Жыл бұрын

    Very true and thanks. I mean after some time the grain might start to show but I think on this scale it wouldnt be visible.

  • @chaos-design
    @chaos-design Жыл бұрын

    Again something learned, thanks. Some things I am interested in are... What's the face count of a beam? I am asking because I do some high poly and reduce it with decimate otherwise my machine is melting on some bool actions. I am also curious about the welding of the roof tiles later. These still provided me headache most probably due to high face count as well. Received some weird results time to time. Is there also some kind of breast practice in regards to face count in total? Maybe I just should use some slices to find out myself... Keep it up mate.

  • @ArtisansofVaul

    @ArtisansofVaul

    Жыл бұрын

    Like you I used a decimate modifier to reduce the face count on the beam after the sculpting was completed. Otherwise my laptop would have had issues dealing with the level of geometry. This is also why in the first stage the blocks are relatively simple at this point as using a displacement modifier for the block/brick texture would have really added to the face count in a way that just didnt seem needed using the alternative techniques. Each whole beam has around 220,000 faces.

  • @abledog006
    @abledog006 Жыл бұрын

    Great tutorials! Some definite acceleration in my understanding of some of the tools. I'm learning Blender with the purpose of 3D printing my designs. Question: Most of the tutorials I've watched are from guys that work in the video games industry, and are mainly concerned with render shading etc. For 3D printing I'm more concerned with actual geometry, so for smoother surfaces should I focus on sub dividing and water tight meshes?

  • @ArtisansofVaul

    @ArtisansofVaul

    Жыл бұрын

    When you say smoother surfaces do you mean rounded shapes and/or organic objects?

  • @abledog006

    @abledog006

    Жыл бұрын

    @@ArtisansofVaul Yes, it's hard surface modeling, but sometimes you want a rounded or compound curve surface like an aircraft.

  • @ArtisansofVaul

    @ArtisansofVaul

    Жыл бұрын

    @@abledog006 So it's quite situational I'd say where SubD is useful. Most rounded objects I will use bevels (I do have Mesh Machin3 which makes that easier to play around with after you've done it). But something that has a more organic shape to it like alien machinery/craft or very sleek aircraft I'd sometimes use SubD

  • @anthonyfalsone1624
    @anthonyfalsone16246 ай бұрын

    When you were sculpting your initial wooden beam, what did you set the remesh to? Im having issues with all the faces being rectangular and causing issues with curves on the beam.

  • @ArtisansofVaul

    @ArtisansofVaul

    6 ай бұрын

    I'm not sure I can entirely remember but regardless that will depend on the size your object is. Your issue I would guess if you're getting rectangles is that you need to apply the scale on the object and then remesh it.

  • @anthonyfalsone1624

    @anthonyfalsone1624

    6 ай бұрын

    @@ArtisansofVaul thank you that is exactly what I spaced on doing. Fixed it no issue once the scale was applied

  • @ArtisansofVaul

    @ArtisansofVaul

    6 ай бұрын

    @anthonyfalsone1624 Glad to be able to help 😁

  • @richardokeeffe8375
    @richardokeeffe8375 Жыл бұрын

    Better send off for your BP Blender badge! 😂

  • @ArtisansofVaul

    @ArtisansofVaul

    Жыл бұрын

    🤣

  • @tomusannonymous
    @tomusannonymous Жыл бұрын

    Don't think I my pc can handle remeshing a beam that long. Is there any way around this?

  • @ArtisansofVaul

    @ArtisansofVaul

    Жыл бұрын

    It's going to really depend on the end result you want. The simplest solution would be to not sculpt the wooden texture. Painting will take longer but painting on the grain is totally viable. Other options could be to do something with booleans but I think that would be nearly as intensive on the computer. Unfortunately high detail/sculpting is something that's pretty computer intensive. Oh, you could try sculpting using a multiresolution modifier instead of remeshing. That's meant to be a bit less intensive.

  • @tomusannonymous

    @tomusannonymous

    Жыл бұрын

    @@ArtisansofVaul So a multiresolution modifier would be like a subdivision surface so I could just sculpt the side faces? (for example).

  • @ArtisansofVaul

    @ArtisansofVaul

    Жыл бұрын

    @@tomusannonymous Exactly.

  • @Ooittee

    @Ooittee

    Жыл бұрын

    Yeah added three beams to the build and bricked the save blender cant load it. Went from 10k triangles to 86million. going to fiddle about and see what I can manage using what I have learnt so far. Need a better way to add the wood that this build will end up needing.

  • @stefanr9653
    @stefanr96537 ай бұрын

    it looks very laborious to create such a building with the wood part... 50000 clicks and dropdowns... isnt there a better software to create such buildings?

  • @ArtisansofVaul

    @ArtisansofVaul

    7 ай бұрын

    I went through this in as detailed a way as possible and making it as defined as I could. You could for example not do the booleans/etc. There is software that could make the building design faster but then it wouldnt have the level of detail that I want for the project.

  • @kevinm3751
    @kevinm3751 Жыл бұрын

    So you use displacement textures and alpha textures. I was always under the impression neither of these translated to 3D prints?

  • @ArtisansofVaul

    @ArtisansofVaul

    Жыл бұрын

    They move the vertices so as long as they are applied they permanently deform the vertices and will show. Its just that often the displacement will not be enough to be clearly visible

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