All language subtitles for Easy hole modeling for beginners - Blender Secrets - English

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These are the user uploaded subtitles that are being translated: 1 00:00:00,333 --> 00:00:02,366 An easy way to add a circular hole 2 00:00:02,366 --> 00:00:03,833 is by beveling a Vertex. 3 00:00:03,933 --> 00:00:05,799 You can do this by selecting a Vertex 4 00:00:05,799 --> 00:00:07,566 and pressing Shift+Ctrl+B. 5 00:00:08,133 --> 00:00:09,566 Then scroll the mouse wheel up 6 00:00:09,566 --> 00:00:10,900 to add more segments. 7 00:00:11,433 --> 00:00:13,733 You can also increase or decrease the Segments 8 00:00:13,733 --> 00:00:16,033 with the + and - keys on the Numpad. 9 00:00:16,766 --> 00:00:18,699 Or, after left-clicking to confirm, 10 00:00:18,933 --> 00:00:21,300 increase the Segments in the Operator panel. 11 00:00:22,466 --> 00:00:23,399 To make it round, 12 00:00:23,399 --> 00:00:27,433 adjust the Profile shape to 0.0865. 13 00:00:28,266 --> 00:00:30,033 Or even easier, right-click 14 00:00:30,033 --> 00:00:32,866 and use LoopTools - Circle for a perfect circle. 15 00:00:33,399 --> 00:00:34,666 LoopTools is an extension 16 00:00:34,666 --> 00:00:36,399 that you need to enable in Preferences. 17 00:00:37,066 --> 00:00:39,566 Then you can extrude these Faces inwards. 18 00:00:40,200 --> 00:00:42,833 You can even do this with several Vertices at once. 19 00:00:43,633 --> 00:00:44,899 And then Press Alt+E 20 00:00:44,899 --> 00:00:47,299 and choose Extrude Faces Along Normals. 21 00:00:47,733 --> 00:00:50,066 This works fine in a quick boolean workflow, 22 00:00:50,233 --> 00:00:51,500 but it creates N-gons: 23 00:00:51,766 --> 00:00:53,466 Faces with more than 4 Edges. 24 00:00:55,133 --> 00:00:56,100 Although in some cases 25 00:00:56,100 --> 00:00:58,466 N-gons are fine in a Subdiv workflow, 26 00:00:58,799 --> 00:01:01,000 if you are using an all quads workflow, 27 00:01:01,000 --> 00:01:02,566 for sculpting for example, 28 00:01:02,666 --> 00:01:04,333 you'll want to avoid N-gons. 29 00:01:04,500 --> 00:01:05,200 In that case, 30 00:01:05,200 --> 00:01:07,766 you'll need at least 3 intersecting edge loops. 31 00:01:08,033 --> 00:01:09,400 In Edge Selection mode, 32 00:01:09,400 --> 00:01:11,166 select two intersecting Edges, 33 00:01:11,266 --> 00:01:13,099 and press Ctrl+B to bevel them. 34 00:01:13,566 --> 00:01:15,466 Here too you can increase Segments 35 00:01:15,466 --> 00:01:16,833 with the Middle Mouse Button, 36 00:01:16,833 --> 00:01:19,166 or by pressing the + key on the Numpad. 37 00:01:19,366 --> 00:01:21,099 Or after left-clicking to confirm, 38 00:01:21,099 --> 00:01:23,366 by adjusting the Segments in the Operator panel. 39 00:01:23,766 --> 00:01:24,966 You need 2 Segments 40 00:01:24,966 --> 00:01:27,266 to get 3 intersecting Edges like this. 41 00:01:27,466 --> 00:01:29,866 Switch back to Vertex Selection mode 42 00:01:29,866 --> 00:01:32,099 and Bevel the vertex in the center as before, 43 00:01:32,233 --> 00:01:33,666 with Shift+Ctrl+B. 44 00:01:34,500 --> 00:01:37,666 You can also do this by going to Vertex - Bevel Vertices 45 00:01:37,766 --> 00:01:40,233 and move the mouse until you see it change. 46 00:01:40,599 --> 00:01:42,633 Adjust the profile in the Operator panel 47 00:01:42,766 --> 00:01:44,500 or use LoopTools - Circle. 48 00:01:44,799 --> 00:01:46,799 Now to get all quad topology, 49 00:01:46,933 --> 00:01:49,666 select two Vertices at a time while holding Shift, 50 00:01:49,933 --> 00:01:51,799 and then press J to connect them. 51 00:01:52,533 --> 00:01:54,366 Switch to Face Selection mode 52 00:01:54,366 --> 00:01:55,733 and select the Faces. 53 00:01:55,866 --> 00:01:58,366 Press E to extrude them to create a hole. 54 00:01:58,566 --> 00:02:00,733 If you don't want to keep those extruded Faces, 55 00:02:00,733 --> 00:02:03,333 press Delete or X and choose Faces. 56 00:02:04,466 --> 00:02:06,466 Now when you add a Subdiv modifier, 57 00:02:06,566 --> 00:02:07,933 it will become more round 58 00:02:07,933 --> 00:02:09,166 but also smooth. 59 00:02:10,033 --> 00:02:11,466 To keep this corner sharp, 60 00:02:11,466 --> 00:02:12,800 you can do a couple of things. 61 00:02:12,800 --> 00:02:14,666 You can select the corner Edges 62 00:02:14,666 --> 00:02:16,833 and then Crease them by pressing Shift+E 63 00:02:16,833 --> 00:02:18,199 and 1 on the Numpad. 64 00:02:18,733 --> 00:02:21,333 Or slide the Mean Crease value to the right 65 00:02:21,333 --> 00:02:23,966 in the Option panel with those Edges selected. 66 00:02:24,466 --> 00:02:26,500 Now despite the Subdiv modifier, 67 00:02:26,500 --> 00:02:28,033 the corner remains sharp 68 00:02:28,400 --> 00:02:30,533 Alternatively we can do some more beveling. 69 00:02:30,766 --> 00:02:33,199 With those Edges selected press Ctrl+B, 70 00:02:33,199 --> 00:02:34,400 then move the mouse. 71 00:02:34,800 --> 00:02:37,133 You'll want a Profile Shape of 1 for this, 72 00:02:37,133 --> 00:02:39,966 and 2 Segments is enough to keep the corners sharp. 73 00:02:40,433 --> 00:02:42,433 The closer together those Edge Loops are, 74 00:02:42,599 --> 00:02:44,000 the sharper the corner will be. 75 00:02:44,300 --> 00:02:46,400 When exporting a mesh to other software, 76 00:02:46,500 --> 00:02:49,233 you want to add geometry like this to keep corners sharp, 77 00:02:49,633 --> 00:02:51,966 Because creasing only works inside of Blender. 78 00:02:52,500 --> 00:02:54,966 Right-click and choose Shade Auto Smooth 79 00:02:54,966 --> 00:02:56,466 to make it look even smoother. 80 00:02:56,466 --> 00:02:58,400 Blender 5 has really nice Matcaps too 81 00:02:58,400 --> 00:02:59,666 that you can use to make your models 82 00:02:59,666 --> 00:03:01,933 more visually appealing in the viewport. 83 00:03:02,900 --> 00:03:04,133 Learning how to make holes, 84 00:03:04,133 --> 00:03:06,866 either with booleans or with subdivision-ready topology, 85 00:03:07,033 --> 00:03:08,966 is one of the key skills you need to have 86 00:03:08,966 --> 00:03:10,099 as a 3D artist. 87 00:03:10,233 --> 00:03:11,500 I've learned this the hard way, 88 00:03:11,500 --> 00:03:13,266 But I've struggled so you don't have to! 89 00:03:13,633 --> 00:03:14,833 I've collected all my knowledge 90 00:03:14,833 --> 00:03:15,733 about hole modeling 91 00:03:15,733 --> 00:03:18,099 in a new PDF, The Big Book of Holes. 92 00:03:18,333 --> 00:03:19,933 You can get this now on my website 93 00:03:19,933 --> 00:03:20,833 or on YouTube. 94 00:03:21,033 --> 00:03:23,133 If you already have my big Blender Secrets book, 95 00:03:23,133 --> 00:03:24,300 you don't need this PDF 96 00:03:24,300 --> 00:03:26,633 as you already have all these topics in that book. 97 00:03:26,733 --> 00:03:29,699 So if you want to learn all there is about holes in 3D modeling, 98 00:03:29,733 --> 00:03:31,033 go and get that PDF!7175

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