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1,506 comments found!
I just finished your tutorial on this. I am going through your YouTube channel one-by-one just to get some basic experience with blender. What I really love about your tutorials is that they are short and designed to accomplished a single task, yet within that task you are exposed to a wealth of features. I can tell this is your teaching background seeping through (either by design or by habit). There are a lot of tutorials out there by many self-professed industry experts (ie: blenderguru: great knowledge, poor teacher) but their tutorials fall short as a learning experience because they do not know the principles of knowledge acquisition.
Sorry, that was my preamble. My real comment here is about blender units. You stated the tutorial by describing that this project could be used for 3d printing, however, you were not aware what "Blender Units" equated to in the real world. I guess blender units are similar to Max units in that they are just a proportional relationship to objects within the app itself. However, Blender offers this unique experience that I believe Max does not. The ability to use different measurement in the same scene for different objects.
So, I experimented and each mesh object garnered different results. My hope was to place a cube at 1 blender unit and then add a sphere, let's say at 10 cm to see what it equated to. Each time I performed that action with different mesh objects I got different results. As an example cube and sphere seem to be added consistently at the same ratio in size. But a cylinder changes drastically when unit convention is changed. This makes it very difficult to estimate what a blender unit is compared to real world measurements.
The problem I am faced with real world measurements in relation to your tutorial, if I truly wanted to send it to 3d printing, is that will conventional units actually apply and when you used real world unit (imperial or metric) the objects are so small that the blender zoom feature can only get close enough if in orthogonal mode.
<strong>bandolin</strong><br />
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Thread: Bevel modifier? | Forum: Blender
Awesome. Thank you zandar.
<strong>bandolin</strong><br />
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Thread: Bevel modifier? | Forum: Blender
Thank you zandar. I'll give that a go. Merci
<strong>bandolin</strong><br />
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Thread: Bevel modifier? | Forum: Blender
In Max it is not a modifier. It is called Chamfer and it is a tool similar to extrude or inset. You can chamfer vertices, edges or faces. It works at the subobject level and it chamfers equally on all edges regardless of the dimensions. So, this is why I find the bevel tool in Blender to behave oddly. I have never seen a bevel/chamfer tool bevel edges dependent upon the dimension of the subobject, and I've used many different 3D apps.
I am having difficulty adding a bevel in Blender at the subobject level. This is a most basic modeling technique so I know Blender can do it. But I just can't figure it out how to apply it in such a way that the bevel is equally proportional to all the other bevels around the subobject I am trying to chamfer.
I hope this makes some kind of sense.
<strong>bandolin</strong><br />
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Thread: Bevel modifier? | Forum: Blender
The modifier applies a bevel to the entire object does it not? I don't want to apply to the entire object, just 4 edges of it as indicated in the image above.
<strong>bandolin</strong><br />
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Thread: Bevel modifier? | Forum: Blender
This was achieved using the Bevel tool in the Edge menu. So, this is not a modifier. Is it supposed to behave this way? Or did I do something incorrectly?
<strong>bandolin</strong><br />
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Thread: Bevel modifier? | Forum: Blender
I tried as you suggested and that did not work for me. After rescaling the object, the bevel was again disproportionate.
<strong>bandolin</strong><br />
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Thread: Bevel modifier? | Forum: Blender
This is a behaviour that does not happen in Max. I want the bevel to be uniform everywhere and not disproportionate.
Is there a way in Blender to achieve this?
<strong>bandolin</strong><br />
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Thread: Model Marathon - Some recent work | Forum: 3D Modeling
That's quite impressive Luxx. I especially like the old style clothes pin. That brings back childhood memories.
<strong>bandolin</strong><br />
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Thread: Age old question - need help with skin shader | Forum: Poser - OFFICIAL
How stupid of me. Now that I see the equation Vout = Vin^Y by setting Y = 1 essentially I've applied no gamma correction at all. LOL
Â
...investigating further
<strong>bandolin</strong><br />
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Thread: Age old question - need help with skin shader | Forum: Poser - OFFICIAL
Thanks all. As I stated above I've been away for a few years. I'm relearning everything. I will investigate your advice.
<strong>bandolin</strong><br />
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Thread: Age old question - need help with skin shader | Forum: Poser - OFFICIAL
<strong>bandolin</strong><br />
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Thread: Age old question - need help with skin shader | Forum: Poser - OFFICIAL
<strong>bandolin</strong><br />
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Thread: Age old question - need help with skin shader | Forum: Poser - OFFICIAL
<strong>bandolin</strong><br />
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Thread: Age old question - need help with skin shader | Forum: Poser - OFFICIAL
<strong>bandolin</strong><br />
[Former 3DS Max forum coordinator]<br />
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Thread: Model A Voronoi Style Bracelet In Blender 2.74 | Forum: Blender