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Download "#8 Автомобильные шины, Simple Deform, Subdiv и гидрант в Blender"

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  • ruRussian
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00:00:02
Hello everyone, my name is mothra view and
00:00:06
lately I’ve been feeling a little uneasy, but the
00:00:08
thing is that for several
00:00:10
months now I’ve been haunted by the
00:00:13
number 228 every day, I see it when I receive a
00:00:16
taxi bill, when I study the statistics of
00:00:19
our marketing campaigns, when I read
00:00:23
stupid gossip to relieve my
00:00:24
brain a little when I see how many
00:00:27
views I have on my channel
00:00:29
when I update my home appliances
00:00:32
when I’m stuck in a traffic jam before my dear
00:00:35
subscribers and the capital, this is what traffic jams
00:00:38
in Samara look like, well, I see that number even
00:00:42
when I’m already starting to think, it’s like
00:00:45
a psychologist and I was it’s not clear why and
00:00:48
most importantly for what
00:00:50
where 228 and where am I the only thing I’m
00:00:54
rushing for is a blender and as far as I know
00:00:57
in our country they don’t charge for a blender under this
00:00:59
article, at least until
00:01:01
everything fell into place when I could
00:01:04
get caught up in a video lasting 2
00:01:06
hours 28 minutes, who would have thought in
00:01:10
which the author I respect,
00:01:11
inspired by the content that I released
00:01:13
about working with mesh topology earlier, also
00:01:16
began to follow the mesh and classic
00:01:18
modeling at the time of recording, this video
00:01:21
for some reason disappeared from the public
00:01:23
domain, but I hope it will definitely
00:01:25
return but until this happens, I
00:01:27
want to give the author of the youtube channels a
00:01:30
couple more days on the topic of what content
00:01:32
can be made using topology, in the end, no matter what
00:01:34
anyone says, but the ability to work
00:01:37
with a grid is the basis without which
00:01:39
to do nothing in 3d, my students have already
00:01:42
managed to fully To the extent that you can enjoy
00:01:44
the possibilities that classical
00:01:46
modeling provides, for example, now on your screen is
00:01:48
not some downloaded model from the
00:01:50
Internet, but made by a completely
00:01:52
independent person from my course, of
00:01:54
whom I am very proud. Well, since the cylinder is an
00:01:57
ideal example for learning, let’s
00:01:59
look at another very important situation
00:02:01
with which you You will certainly plunge into the task
00:02:03
when trying to model a car wheel
00:02:05
or a hydrant; when you look at such
00:02:08
an object, sometimes you don’t understand what
00:02:10
part to start the
00:02:12
modeling process with. Logic dictates that from below,
00:02:15
like, behind the model of the base, then you
00:02:17
smoothly move up, the general shape
00:02:20
seems to hint that there are no special
00:02:21
difficulties here. it won’t be a cylinder even in
00:02:24
Africa, but those who watched
00:02:26
my previous lessons know very well that
00:02:28
in this part we need to use
00:02:30
the optimal number of polygons to
00:02:32
adequately connect the vertical
00:02:34
main cylinder and the protruding
00:02:36
horizontal ones, of which there are as many as three, and
00:02:39
if now you don’t understand what I said
00:02:41
then I strongly advise you
00:02:42
to reconsider this lesson, and if you
00:02:45
understand this, I think you understand perfectly well
00:02:46
that it is logical to start the process of modeling such forms
00:02:49
not from the base, but from that
00:02:51
part, we will need the maximum
00:02:54
number of polygons in order to
00:02:56
reliably convey the form, and
00:02:58
we have this part here it has as many as
00:03:01
thirty-six vertices, well, if you don’t
00:03:03
have superpowers, you obviously
00:03:05
can’t know at the start how many
00:03:07
vertices you need to assign to the ellipse
00:03:10
so that they are enough to model such a
00:03:12
shape, which means creating such a shape from
00:03:15
primitives like an ellipse or a cylinder is not an
00:03:17
option After all, I remind you that we don’t know
00:03:20
exactly how many vertices they need, and
00:03:22
working from the topology for each
00:03:24
repeating detail is a waste of
00:03:25
time, it’s much more logical to model one of the
00:03:28
repeating elements
00:03:30
and then multiply them, bend them into a
00:03:32
limbic shape, how to multiply we already
00:03:34
know, the modifier and ray help us with this,
00:03:37
but to drive the physical form,
00:03:39
we need to turn to the
00:03:41
simple deform modifier, but that’s what we’ll
00:03:44
talk about now. The first thing you need to know about
00:03:47
this modifier is that,
00:03:48
despite its name, it’s not
00:03:50
simple at all, at least when you first
00:03:53
try to work with it, the second thing it
00:03:56
twists an object in the positive
00:03:57
side of the coordinate axes, that is, plus x
00:04:00
plus y and plus z, in order to understand where the
00:04:04
positive side of the coordinate axis is located,
00:04:06
it is enough to create a dummy object
00:04:10
to increase its size and now we
00:04:13
see that plus z and here plus x there and
00:04:17
plus y respectively there everything that
00:04:20
is located on the opposite side, that
00:04:22
is, here is Weeks here with Eric and here this
00:04:26
is the negative side,
00:04:29
you can very easily verify this if you create,
00:04:31
for example, a cube, open the side panel and
00:04:33
move the cube I move g y here as we do
00:04:38
these coordinates are positive here it is
00:04:40
negative and finally the third thing you
00:04:43
need to know about this modifier is
00:04:46
that the selected axis in its settings is
00:04:48
not the same axis in the direction in which it
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will bend our object. I
00:04:54
honestly admit when I studied the principle of operation of
00:04:56
this modifier of this information,
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my brain melted a little, but there is nothing
00:05:00
complicated here, you just need to
00:05:02
figure it out and do it Notes to ourselves, this is what
00:05:04
we will do now, press shift and the mouse
00:05:07
and create a plain,
00:05:09
throw a modifier and ray on it to
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create several copies, it will be enough for us to
00:05:13
6 then now throw a simple deform into the
00:05:17
cata and
00:05:19
select the band operating mode because
00:05:21
we need to twist our array of objects,
00:05:23
as it were into a ring or a cylinder now
00:05:26
nothing happens let's try
00:05:28
to switch between different axes
00:05:31
y similarly nothing happens z is already
00:05:35
happening q it's twisted let's give an angle
00:05:37
let's say 45 let it be at least like this and we
00:05:41
see that twisting occurs but not
00:05:44
exactly what we need we need
00:05:46
so that our objects standing from copies of the
00:05:49
rectangle were twisted over there to
00:05:51
form a metric shape so
00:05:53
the first thing we need to do is
00:05:55
expand our array of objects to us r
00:05:58
x-90 second we need to make sure that the
00:06:02
origin axes of our object are aligned
00:06:04
with the global axes, that is, its
00:06:07
y axis is where y is located
00:06:10
here on our dummy object that
00:06:12
we insert in order to be equal, for
00:06:15
this we turn on the display of the origin and
00:06:17
now we see that it is not aligned now,
00:06:19
well, with the exception of x, that is, x
00:06:21
corresponds to the global axes and y language
00:06:24
is shifted,
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to correct the situation, press
00:06:27
control app and here we select the rotation item,
00:06:30
now everything is ok, now we can
00:06:33
turn on this defeat by the modifier again and
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we see that the bending now occurs
00:06:38
exactly as we need it, however, do not
00:06:41
rush to rejoice because we have not yet
00:06:43
had time to figure out how exactly
00:06:45
this modifier works, so I will
00:06:47
temporarily hide it and now let’s turn to
00:06:50
the theory, bending occurs relative to the
00:06:53
extreme points of the object, that is, in order
00:06:55
to get a cylinder from this array of rectangles,
00:06:57
you need to tell the program
00:06:59
so that it perceives
00:07:02
this and this one as extreme points and twists them accordingly.
00:07:06
Now the same thing
00:07:07
happens here, twisted we
00:07:11
get the color of the extreme point
00:07:13
is calculated relative to the origin point,
00:07:16
that is, if now in the mode where
00:07:18
the impact occurs only on the
00:07:20
origin point, I move it along the x axis Jakes,
00:07:23
you will see different results,
00:07:25
different in this case, it is obtained
00:07:28
only relative to where
00:07:29
our cylinder is positioned, that
00:07:33
is, if I put the origin point here,
00:07:34
we have Stalin and it twists
00:07:36
here, if the origin point is shifted
00:07:39
somewhere here, well, approximately to the
00:07:41
center of the array by eye, plus minus, I
00:07:44
’ll put this here, then accordingly, we have it
00:07:47
twisted from the center of our array, but
00:07:50
this is clearly not the same moment that can
00:07:52
cause inconvenience when working with this
00:07:54
modifier, what difference does it make where
00:07:55
our final cylinder will be positioned
00:07:57
here or here and
00:08:00
we got only one cylinder earlier I mentioned that the
00:08:02
axis relative to which
00:08:04
our object is twisted is not the same if what is
00:08:07
selected here if we you will need to
00:08:09
twist an object that stands on
00:08:11
the surface not with its base, but with
00:08:13
this round part, like a car wheel, then
00:08:16
when we turn our cylinder r x-90 and
00:08:19
apply control a rotation,
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we will get this result,
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since if we made the wheel
00:08:26
on we need to how to turn it object and
00:08:28
apply transformations by rotation for
00:08:31
further work, this means that in
00:08:33
this case we first need to
00:08:34
apply all the modifiers and only then
00:08:37
apply transformations by rotation and
00:08:39
this decision definitely has the right to
00:08:41
life, but you must agree that it would be much more convenient to
00:08:43
do this without dancing with a tambourine and for
00:08:46
this we need to understand by what principle
00:08:48
the modifiers bend our object, but for
00:08:51
this, as always, let’s turn to examples:
00:08:53
when we bend our object along the z axis, then
00:08:56
it bends in the direction of the
00:08:58
positive y axis and, accordingly,
00:09:01
if we want to get a cylinder that
00:09:03
stands on the surface with its base
00:09:05
this option is for us if we want
00:09:08
our cylinder to stand on the surface
00:09:10
not with its base but with its rounded
00:09:12
part, as was the case with the wheel, in
00:09:15
this case we use the Eric axis and
00:09:18
when using the y axis we have
00:09:21
twisting in the direction of the positive
00:09:23
x axis, that is here, and accordingly, the
00:09:26
turn of our object should be
00:09:28
such that its extreme point is precisely
00:09:31
twisted along the x axis,
00:09:34
and the last option is if we want
00:09:37
the twisting to occur according to the
00:09:40
same type but not in the direction of the x axis and in the
00:09:42
direction of the y axis, more precisely the positive
00:09:45
y axis, then we use the x axis here, the
00:09:48
exception happens here and now
00:09:52
let's summarize when we select the
00:09:54
simple deform modifier z axis this
00:09:56
means that twisting occurs in the
00:09:58
direction of the positive y axis
00:10:01
when we select the y axis this means that
00:10:05
twisting occurs in the direction of the
00:10:07
positive x axis
00:10:09
and, accordingly, when we select the
00:10:11
x axis, the modifier then the twisting
00:10:14
occurs relative to the positive
00:10:16
y axis, the analogy with shish kebab and barbecue
00:10:18
which was told in this video when
00:10:21
he explained how rotation occurs more precisely
00:10:23
relative to which axes
00:10:25
has never been as relevant as in the example of the work of the
00:10:27
simple deform modifier and the last
00:10:29
thing you need to know about this defecation is
00:10:31
that we also have the opportunity to
00:10:33
reorient the axes, now our object
00:10:36
is rotated and if we apply a
00:10:38
transformation by rotation,
00:10:40
we will get something that is not what we wanted, as we
00:10:43
discussed earlier, we can apply a
00:10:45
modifier so that everything is ok, well,
00:10:47
let’s say we don’t want to apply the
00:10:49
modifier to us are needed in order to
00:10:51
preserve a certain procedurality of work,
00:10:53
and in order to do this, we can
00:10:55
specify opposite the origin item so that the
00:10:57
program takes origin for this object
00:11:00
not as the object itself, but let’s say from this from the
00:11:03
dummy that we created earlier if
00:11:05
we now just pipette it into this
00:11:07
object then we will have the very thing we
00:11:10
wanted to avoid, so first we need to
00:11:12
reorient
00:11:13
the axes of this dummy so that they are in the
00:11:16
same direction as origin, but of
00:11:18
this object we
00:11:20
select the dummy object,
00:11:23
rotate r
00:11:25
x-90
00:11:27
now we have object y on top z
00:11:32
opposite the y axis and the dummy,
00:11:36
we indicate the same thing here with a pipette, I apply the dummy
00:11:40
and
00:11:41
now when we press control a
00:11:43
rotation, nothing
00:11:46
changes accordingly, we maintain the procedurality and
00:11:48
this is exactly what we wanted to achieve, and the
00:11:51
most important thing at this stage is not
00:11:53
to do two things the first one is not to accidentally
00:11:55
delete our dummy object and the second one is
00:11:59
not to accidentally click on the cross here,
00:12:01
I hope now the modifier 7 board forum
00:12:04
has become more simple for you than deform,
00:12:07
but if not, then it’s time for practice.
00:12:09
Now we have to model this
00:12:12
part of the hydrant, let’s go to the front view
00:12:14
shift and match reference, select reference,
00:12:18
which comes with this lesson, it has
00:12:20
transparency keys, lower the
00:12:23
check mark here with the front of the front of the newspapers and
00:12:26
align it along the x axis,
00:12:29
put a lock and
00:12:32
first create one of these parts
00:12:34
shift and between plain, expand it to us r
00:12:39
x-90
00:12:41
editing mode
00:12:42
lift up and scale from x and z
00:12:49
to the bottom point here to here
00:12:52
add a central weight control-r
00:12:56
select you will get a silver font with cursor
00:12:59
to select from
00:13:01
exit the stairs editing mode
00:13:03
temporarily hide so that the
00:13:05
mesh circle shift does not interfere with us create a
00:13:09
circle for it select 8 vertices and
00:13:12
we’ll expand it r x-90, then we’ll
00:13:16
connect the reference again and scale the
00:13:19
resulting circle from
00:13:24
somewhere here to here,
00:13:27
I’ll lift it here jay-z
00:13:30
mode by clocking the work from the top and
00:13:33
let’s do 1 half ix and
00:13:38
select all shift d with the right mouse button
00:13:42
jay-z and expand it
00:13:45
p180
00:13:47
lower it to here juiced
00:13:51
select two vertices f these two vertices f
00:13:56
f I do not remove the selection, press e for x
00:14:00
work, go to object mode,
00:14:02
move this object here fat,
00:14:05
check that everything is normal, then
00:14:08
select our play with Shift and press
00:14:11
control minus to cut it out this
00:14:13
object is from this object,
00:14:16
if when
00:14:18
you press the kontron minus key combination nothing happened,
00:14:20
it means that you forgot to install and
00:14:22
1 was a tool, so be sure to
00:14:24
handle it, but we continue to continue
00:14:26
now, let's apply a painful operation, let's
00:14:29
move on to working with modifiers and
00:14:31
click here on the warm side
00:14:33
we don’t need this element anymore, so we
00:14:35
just use a fraction of it, now we go from
00:14:38
the front to the mouse with this mode
00:14:40
here at home three and let’s use the location of
00:14:42
our objects to select all these
00:14:44
vertices xv and add a mirror modifier
00:14:49
here, put a checkmark in front of the
00:14:51
clipping item and not yet forget now our
00:14:53
task is to get rid of Yangon in this part
00:14:56
and prepare this element for
00:14:58
smoothing, go to the editing mode,
00:15:00
click Russian Consul here we get a point
00:15:04
in the center take a knife and cut c
00:15:07
similarly here control-r we get a
00:15:10
point in the center take a knife and cut
00:15:14
further we need a cut here
00:15:17
we also take the knife from
00:15:21
the back have fun with I'm gonna in this
00:15:24
part connect here
00:15:28
connect here and
00:15:31
make an additional cut here
00:15:33
from this vertex c and here the goal the next
00:15:39
thing we need to do is push it a little
00:15:40
inward and this part
00:15:43
before we do it let's check if
00:15:45
we have double vertices, select everything and press
00:15:48
m buy distance and now we have removed two
00:15:50
extra vertices, now all of them are so we
00:15:53
can continue, select this part
00:15:55
with ice, press f to close, without
00:15:58
removing the compartment, switch to the mode of
00:16:00
working with weights and the
00:16:01
extruder into them and a little bit and
00:16:07
now we’ll throw the modifier on was the
00:16:10
operating mode, select the
00:16:13
editing mode
00:16:15
with the alt and select this bow somersault mouse in this
00:16:19
bow open the right
00:16:22
side menu with the n key Nursultan here
00:16:25
go to the tab oh there and weight time
00:16:27
unit
00:16:30
further we reduce the size of the chamfer
00:16:33
somewhere up to here of the
00:16:36
segments, we set 2 profiles to one and
00:16:40
immediately apply the rotation consul a rotation,
00:16:44
now we add a subdivision, press consul
00:16:46
for you and look at the result
00:16:51
in the original models in this part,
00:16:53
our recess forms
00:16:55
ideal semicircles, or not
00:16:58
quite ideal, but similar extremely
00:17:00
slowly not very much therefore we
00:17:02
need to achieve the same effect on
00:17:04
our model personally, for this I use
00:17:06
the following method: I create a new
00:17:09
circle, unfold it on us,
00:17:12
throw it on a non-subdivision, reduce it
00:17:16
approximately like this, being able to lift it
00:17:19
higher and now I will equalize the proportions
00:17:23
so that everything matches and this part, it
00:17:26
kind of repeats the shape of this circle, plus or minus, I
00:17:30
go to work with this model,
00:17:33
turn on the transparency mode, paying attention to
00:17:36
these vertices begin to move
00:17:39
jay-z,
00:17:44
dip a little, I’ll reduce it a little so that it is
00:17:48
more consistent with what we need
00:17:50
again, I’ll go to this model and league once
00:17:52
again Lisa,
00:17:59
so now I’m
00:18:02
moving this juiced vertex, let’s look
00:18:08
at the result, which is
00:18:12
more or less new, here the angle of us
00:18:15
does not coincide a little, so I select this
00:18:17
vertex and the feat and and
00:18:23
surround in which we use
00:18:25
as a substrate while we temporarily hide the
00:18:27
modifier subdiv was disable the
00:18:29
operating mode of my frame so that this mesh and
00:18:32
let's see what we have inside here
00:18:34
is dry, I see a small problem: we have
00:18:36
this vertex on the body above this one and
00:18:39
we need to equate them, make sure that you have the vertex snapping mode turned on
00:18:41
and there
00:18:43
is a fold opposite the asset item,
00:18:47
go to the editing mode, select
00:18:49
this top jay-z from canton we tie
00:18:52
it here all here now we would connect the hands again to the
00:18:54
subdivision and now we have
00:18:57
a problem that we need
00:19:01
our rounding to end somewhere
00:19:02
here so that it doesn’t continue here
00:19:06
if we return the circle what we see what here the
00:19:08
rounding
00:19:10
ends right here, but our rounding goes
00:19:13
here below and it’s not very cool and it’s precisely because of
00:19:16
this that we get
00:19:17
such an ugly, sloppy shape here, in
00:19:20
order to correct the situation we take the
00:19:22
knife and clamp it now to cut in a
00:19:26
straight line and z of the headquarters, cut through and cut
00:19:29
here
00:19:31
again, select our circle, lower it
00:19:35
a little lower and make it larger so that
00:19:38
its width matches the width of this
00:19:40
in the recess, press from
00:19:44
somewhere to here, raise it higher juiced and
00:19:52
refine the final shape,
00:19:55
select all these vertices lives Let's move, in
00:20:02
principle, the very result that
00:20:04
I wanted to achieve so as not to do a
00:20:07
similar procedure from below, let's
00:20:09
also position our object
00:20:11
vertically here, pressing control-r, I take a
00:20:14
knife and cut the center from the point.
00:20:20
transparency mode,
00:20:22
selecting all these vertices xv, deleting them, I
00:20:26
go again to the mirror modifier and
00:20:29
here I add another z axis, you may be
00:20:33
a little confused by what you see now
00:20:34
on the screen, but don’t be too embarrassed, it’s all about the
00:20:36
origin point, or rather,
00:20:38
in its position, we need to move her here is
00:20:40
this red dot down here,
00:20:43
open this tab here, put
00:20:45
a checkmark in front of origin and
00:20:47
move and jay-z bind here,
00:20:52
uncheck the checkbox,
00:20:55
go out, even we are transparent, now
00:20:57
everything is ok, now let's add modifiers
00:21:00
rey,
00:21:01
number of copies, put plus minus 8 9 for now,
00:21:05
I'll put 9 then maybe now
00:21:09
we see the same problem that
00:21:11
the mace us earlier when working with
00:21:12
modifiers, the mirror appears here,
00:21:15
these gaps they appear behind the subdivisions
00:21:18
because it rounds the corners if you
00:21:20
don’t have any gaps in the key, but they appear
00:21:23
more precisely, the subdivision makes them because it
00:21:25
perceives this this entire shape is not as a
00:21:28
whole, but as a combination of this here, this, this,
00:21:32
this, and they are
00:21:34
not fused with each other, and since they are not fused with each other, then
00:21:37
accordingly, these corners
00:21:39
that are at the junction here, he should
00:21:42
round them, well, to explain it even simpler, then
00:21:45
Here the program shows that we
00:21:47
have two vertices that we need to
00:21:50
merge into one, and since in order to
00:21:52
cast in hell we will have to parse the
00:21:54
modifier and ray, and we don’t want to do this
00:21:57
because we still need to work
00:21:59
with this form, therefore we need to
00:22:01
move the modifier you're about here
00:22:05
to open its settings for the
00:22:07
private subdiv and put
00:22:10
a check in the era modifier opposite the measures
00:22:12
so that we merge them all and now we
00:22:15
no longer have this problem,
00:22:18
we're the last thing we'll do before we throw on the
00:22:21
simple deform modifier,
00:22:23
which doesn't matter simple, at
00:22:25
least there was now also a symbol, let's
00:22:27
check if you still have
00:22:30
Yangon and well, as we can see, we're left, so we'll come and
00:22:34
take our favorite knife in front,
00:22:36
tie ourselves to this top, press the
00:22:39
Tzu clamp through
00:22:43
more and more hijackings, we don't have everything now
00:22:47
ok, the
00:22:50
mirror modifier can also be
00:22:52
applied because we don’t need it anymore,
00:22:54
press
00:22:56
like for the top. distance there
00:23:01
are no extra vertices and now you can
00:23:05
add a simple deform,
00:23:09
here we put the band tab on the
00:23:11
axes
00:23:14
360
00:23:16
simple de forms, we
00:23:18
didn’t have any problems, we have 2 problems
00:23:20
elsewhere, the first is the chamfer here in the
00:23:25
original model, it’s more rounded,
00:23:27
therefore, we need to achieve
00:23:29
this effect go to the editing mode,
00:23:33
select all these faces in order to
00:23:36
select them all very quickly, you can
00:23:37
select any of them, press shift g and
00:23:40
select the Kaplan item and drag them on us
00:23:43
g y
00:23:45
about here,
00:23:47
then go to the mode of working with
00:23:49
edges, press two, select everything and
00:23:53
update the value of the weights so that we do
00:23:56
not use a chamfer anywhere; the second point
00:23:59
is the gap that is formed here
00:24:01
due to the fact that two neighboring vertices are
00:24:03
not merged into one; these double vertices
00:24:05
are formed due to the
00:24:07
simple deform modifier which twists our
00:24:10
cylinder object, and so how we see nothing
00:24:12
has changed, but the point is not that this
00:24:14
modifier is somehow working incorrectly, but
00:24:16
that we have not built the
00:24:18
hierarchy of modifiers correctly, let’s, in order
00:24:21
not to get confused, firstly, I will remove the
00:24:22
bevel modifier because at this
00:24:24
stage we absolutely do not need and Let
00:24:26
's figure out what kind of
00:24:28
hierarchy we have, what is responsible for what and how to
00:24:30
correctly arrange these modifiers
00:24:32
so that they work correctly, and so
00:24:34
first we create copies of our object
00:24:38
using the modifier and ray, then
00:24:42
we need to bend these copies of the cylinder, so
00:24:44
I move the simple deform pruner
00:24:46
here then there is it in second place and
00:24:48
turns on the fermentation further, a little bend in
00:24:52
this place we get double
00:24:53
peaks and we need to solder them to each
00:24:55
other, so I put the weld dictator
00:24:57
higher
00:24:59
and then when we created copies of our
00:25:02
object, when we bent and when we
00:25:05
soldered double vertices to each other, then you
00:25:07
can connect a subdivision and now look at the
00:25:09
result, the
00:25:12
result turned out exactly as I
00:25:15
wanted, so now all that
00:25:16
remains for us is to equate this element
00:25:19
by reference and continue this
00:25:22
part, go to dactyl mode, do not
00:25:24
select all these vertices, raise
00:25:27
them a little higher Josie colors from here
00:25:30
for further work, all these
00:25:31
modifiers except for the one
00:25:33
we need to sort out, so just in
00:25:35
case, we’ll first make a copy of the DVD,
00:25:38
name mine 1.
00:25:41
copies of the basis
00:25:43
let's hide the
00:25:47
original mouse calmly disassemble the
00:25:50
warm and play offline mode tavern don't
00:25:54
select all the vertices mb distance
00:25:57
check the normals everything is ok and now we can
00:26:01
continue switching to the front view editing mode
00:26:04
working with edges with a viola
00:26:07
select this ring and drag it to
00:26:13
here with pouring for now disable
00:26:15
further without removing the selection and z x is hard
00:26:19
down and if at this stage you are a little
00:26:22
off the proportions, then simply
00:26:25
select all these files and press alt c
00:26:27
and
00:26:28
stretch until we
00:26:30
hit the reference y
00:26:37
in this place we have an ideal
00:26:40
semicircle protruding forward
00:26:42
so in order to model
00:26:44
we will use the same
00:26:46
method with substituting an ellipse that I
00:26:49
told you earlier add a bow in the
00:26:51
center by pressing control-r select this
00:26:54
vertex shift with cursor to select from
00:26:58
exit object mode shift and mouse glasses
00:27:00
8 vertices
00:27:03
x90 and scale it
00:27:08
somewhere up to here, navigate by
00:27:11
reference, we don’t need the rating itself anymore,
00:27:13
so we can hide it, go
00:27:15
to our object with alt, select
00:27:19
this bow, press kontrol b and
00:27:22
here we select four segments, and all
00:27:25
that remains for us now is to select
00:27:27
each one separately with a somersault bow and move
00:27:29
everything until it approximately coincides with these
00:27:32
circles
00:27:34
[music]
00:28:07
well, now that everything is ready, you
00:28:10
can finally throw on the bevel modifier,
00:28:11
move it higher, select the operating mode
00:28:14
by weights and place the scaffolding where
00:28:16
it is needed, you need to do it
00:28:19
here,
00:28:20
press n Nursultan put the weight to
00:28:23
one
00:28:24
chamfer size smaller
00:28:27
segments 2 profile unit
00:28:30
further somersault here unit with ice
00:28:34
here alto mouse here unit
00:28:39
connect subdiv look
00:28:43
during this lesson we learned how to work
00:28:45
with the modifier symbol deform At first
00:28:48
this name seemed like
00:28:50
bullying to me, but it’s worth a little
00:28:53
practice and Realizing that there
00:28:55
is nothing wrong with the blender,
00:28:58
there is nothing wrong at all, especially if I
00:29:00
explain to you where it will hurt. As for
00:29:03
the courses here, I can only say one thing,
00:29:05
despite the apparent diversity, in fact, there
00:29:07
are two courses for the blender, the
00:29:10
best and all the others, on this I say
00:29:13
goodbye to you and see you in new videos
00:29:15
[music]

Description:

В этом уроке мы поговорим про особенности моделирования автомобильных шин и гидрантов, изучим модификатор Simple Deform и рассмотрим еще один важный момент про работу с объектами цилиндрической формы ⏳ Если вы хотите, чтобы уроки выходили чаще, не забывайте поддержать нас лайком и подпиской 🦄 Ссылка на референс к уроку для практики: https://t.me/mr_mad_rabbit/2259 Мы подключили беспроцентную рассрочку на наш «Самый лучший курс по Блендеру». Чтобы уточнить условия рассрочки и оформить ее, переходите на сайт курса. 🍩 Сайт курса: https://bestblendercourse.com/ Подписывайся на меня в социальных сетях: 🐕 Вконтакте — https://vk.com/zabeii ✈️ Телеграм — https://t.me/mr_mad_rabbit 💃 Инстаграм — https://www.facebook.com/unsupportedbrowser

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