Boxcutter 719 – Seax Release Log

Boxcutter has been through quite an adventure and while the new feature list is short, I felt a moment of reflection was needed to get everyone up to speed on Boxcutter as it is now.

Boxcutter, like Hard Ops has many nestled threads and interconnected paths of tasking to dictate the next level and provide adequate functionality for every step. One of the paths is the “Classic” path which encompasses the legacy feature of old boxcutter that still has not been remade in the 2.8 era.

This release is kicked off by the return of a fan favorite legacy feature finally up for remake in this generation. With formalities aside I am happy to announce the release of Boxcutter 719 “Saex”.

A release log was prepared to kick off this event.

Installation is the same as always.

Boxhelper Default

The Boxhelper is now default. To those unfamiliar a video was prepared.

Ngon Points V1

Ngon points was one of the most popular classic features of the past that is now brought back into the current time. Anytime during ngon pause or tab will show points allowing for translation.

Translation was the focus of this V1 of ngon dots.

Lasso point were also omitted from this round due to unique rules.

Bevelling points will come at a later time. It was just too much to crunch on for this round.

In the video above it can be observed that last point is supported but it also supports grid both dynamic and static.

Deleting points is also on the list of things todo. For the goals envisioned ngon will need a special edit mode. But for now the goal of translation is the purpose of this release.

Bevel Management

Bevel management refers to how we behave with multiple bevel mods in boxcutter in this case. Previously the segments would be rather random and not able to be respected between uses. This drove me nuts and I am happy to say it is much more logical.

It’s small but I just needed a little sanity with bevel and multi use to reduce keypress overhead.

Multi-Scene Improvements

Collections required a degree of improvement to work better with multi scene workflows. With this update it is now possible all around to work with multiple scenes without issue.

Sort Overrides

If I were asked what is sort, I’d reply it is the nanny state for modifier management. As with any system of automation it can turn against it’s human masters. For that reason we wanted to add overrides to sort.

Overrides in this context apply to the modifier name and prefixing it with a character.

Space – Ignore (will not be moved by sort)

Underscore ‘_’ – Stop (will not affect any modifiers past that point)

This is an advanced topic however is essential to all who work with modifiers. Sometimes when working you want to freeze or lock a stack from edit and this is that.

Sort depth also plays a role in overriding sort.

The goal of sort is to have something powerful, effective, and behind the scenes assisting with modifier management. Eventually it won’t even require awareness due to just doing what is needed but sort is there for you if you need it and can be disabled with ease.

Ortho View Align

This option allows for view align to be predominant in orthographic.

Autosmooth Adjustments

Make, Knife and Extract will no longer adjust autosmooth on the target.

This makes boxcutter a little more reasonable in cases where it is not needed like subdivision conversion.

It became apparent through casual use that having auto-smooth set by knife operations is not only illogical its not what Blender would do for sure. Extraction is a non-cut operation and thus should not affect the target at all at any time and make is just a make based on the surface of the target so adjusting it’s autosmooth was unnecessary.

I probably should have realized it then.

Now autosmooth never has to be off for me.

In Closing P1

And with that the Boxcutter 719 event kicks off. However before closing I’d like to recap some of the buildup to this moment worthy of the release log so will be included now.

I hope everyone enjoys the latest update. We continue to put our all into it. I am forever grateful to the team for the continued efforts despite life, despite setbacks. It is in adversity that the true us arises.

Boxhelper Default (continued)

The initial pie was made on the inception of Boxcutter. Over time our needs have grown as have our need to present additional items to the user for a fluid workflow. The boxhelper was made to facillitate those needs and is now default in Boxcutter.

For users attached to the pie an option exists to go back to the classic style as well.

Static Grid – Shift + K

Static grid is the alternative of the dynamic grid in boxcutter. It also has a few extras that the classic grid does not. For example, shift + K will knife project the grid into the mesh allowing for quick grid cutting if needed. As of 718_12 it has the ability to cut individual faces.

Custom Auto-Proportion 1:1 Mode

Custom once played by the rules of box which I had issues with. Box requires 2 maneuvers before extrude while I felt custom should be 1 gesture period. Including extrude / lazorcut (cut through).

Auto proportions can be enabled in the Boxhelper or in the behavior panel.

If desired one can still draw with box behaviors and flexibilities.

The goal is to ensure that when a custom cutter is used, the proper proportions can be had without hotkeys and depth be provided automatically. Resulting in a 1:1:1 cut.

Even Ngon supports 1:1 behavior.

Autoflip X/Y

If a shape is pulled over itself, it should flip. That is all there is to it.

Easier said than done but now it is a thing.

Dimensional Recall

1:1:1 recall. Just like with custom I need to recall shapes in the same form they were made.

Reverse Bevel Recall

Reverse bevels are easy to make but not so easy to recall. A long road was walked to get to this moment but my eyes remained on the prize. To recall a reverse bevel shape without flipping, unintended normal correction or deviated from the initial shape.

Ctrl + R – Rotate By 90°

Shift + ~ will rotate a shape inside which is useful when keeping the bounds but sometimes you need to flat out rotate the entire shape. That is where ctrl + R comes in.

Inset RECUT Return

I am well aware of the difficulty with inset. For that reason a playlist was made.

Recut is a way to base an inset off of the initial unmodified mesh. This expands the usability quite a bit and is needed for the success of Inset. I am happy to announce it is back greater than ever.

Box Grid (cut) Backface

I want grid to align. However I also wanted grid to cut. With our grid cutter is became apparent without backface the separations wouldn’t behave properly.

A small thing but essential to Boxcutters grid cut.

Someday I wanna cut grids.

Perfect Wedge

When it comes to wedge it needed a method to make perfect wedges. By holding ctrl on extrude it will jump to the proper wedge amount to remove the guesswork.

Wedge is just handy when needing to make surface differentials. Any shape can be wedged from circle to lasso. Just press W.

BC_transformer (Improved Clone)

The bc_transformer is now capable of duplicating more shapes than ever including radial arrays!

Circle (P)

To reverse bevel a circle a new circle had to be made.

There is much to this circle compared to the previous which explains why it is the new default circle.

Sound Effects Forward / Back Buttons

Sound effects can now be forwarded or reversed to previous sfx allowing for user to try and experience them more fluidly.

Extraction Fade

Extraction needed a force feedback to indicate the action used. Extraction fade aims to fill that hole.

Dynamic Grid V3

“Don’t get me started on grid”

The dynamic grid remake was quite the undertaking. In retrospect, It was an adventure but repairing a central pillar is never an easy task. I applaud the work of proxe and loof towards getting this to come out in the form desired. For those requiring something more classic there is static grid.

In closing P2

Alot has happened with Boxcutter to this point and we are nowhere near done. There sits a couple of things that await deployment but the question is how to fit it together cohesively leaving the most minimal of holes. I hope everyone enjoys this latest version and if you are interested in the progress up to now, a playlist has been prepared on the topic.

Setting Up Blender For Success

When it comes to using Blender I feel that the user experience presented is as important as the tools when it comes to working in 3d for extended periods of time. I always talk about what I call setting yourself up for success, or starting Blender in a way that doesn’t hurt the eyes.

While I personally try to keep Blender as vanilla as possible I felt it would be good to make a post discussing my default scene and workflow.

When it comes to storing your default scene. Its as simple as ctrl + U in the 3d View. You will get a box confirming the save which will ensure the next time you open Blender it will be exactly like that. This is important since you don’t want to have to deal with mapping every time.

Ctrl + U – saves user pref

Ctrl + Alt + U – open user preferences

The first SFQ to take care of is my theme. I don’t download themes from other places because then I’d have to link them but the defaults that come with Blender suffice. I am also using the one from Steam so your themes may differ. Just go in user preferences and change it. Its refreshing to change it from time to time to something that matches your mood or project. It helps me get into the zone.

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While you’re in preferences I also enable the plugins I need and set up Cycles to use my GPU under cycles but thats beyond the scope of this post. However I do want to point out some useful things that might be worth pointing out.

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In the 3d view of user prefs there is an area where you can adjust the size of vertices and outlines. In certain cases where the geo isn’t very dense I like the larger verts. Just something worth checking out sometime if you haven’t.

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Enabling region overlap allows the T and N panels to be transparent. This is also handy for being able to close and open the panels without interrupting view-port renders plus it looks futuristic!

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Strangely enough. I also like setting my smooth view up high like 800 so the transitions from the numpad keys are gradual. Also the numpad period focus (.) is also more graceful. These things are cosmetic but it makes Blender feel more tactile to use.

Now at this point I also want to discuss quick prefs. This is an add on that you can get here.

https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/QuickPrefs

Once installed and enabled you can use this to change the default viewport shading. Personally I find this to be one of the most essential cosmetic changes I do to Blender.

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Between the default and the Dark Grey the way the forms are being presented are much different. As strange as it sounds, I feel this improved the quality of my modelling immensely just due to the fact the initial presentation of default shaded meshes might not be the most efficient for someone like me.

If your thought is, “Why not matcaps?” Well. Do that. But I prefer the feeling of the Dark Grey. So this is turned on by default and set as my default scene so now we are almost set.

The next changes are strictly for those who model with this sort of workflow and may not be efficient or handy for everyone.

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Select boundary loop is remapped to shift + ` in edit mode. This allows me to make quick selections and then get the border only. Its very quick for panel related things.

The other is mapping the mark sharp and clear sharp to alt + and shift + alt +.

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This is more of a preference however I find it useful in some situations not as many now that Hard Ops exists.

I try not to stray from the defaults too bad in case I have to use another PC or my settings are lost. So theres also pie menus you can enable to make life easier but so much additional workflow changes at once can make Blender feel alien.

Another thing is on layer 0 of my default scene is a material sphere.

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It contains materials for the blocking in phases of modelling you often see in my videos. When it comes to texturing I lean more towards PBR in my current work however having some basic materials can make quick modelling session alot easier. I gathered my materials from various sites like Blendswap and the B-wide Node collection.

http://www.blendswap.com/blends/search?keywords=materials&is_fan_art=1&blend_license=&render_engine=&sort=downloads&direction=desc

https://bwide.wordpress.com/node-groups/bwide-nodepack-for-blender/

I must also stress that having too much clutter in your default scene will make life harder so don’t go bananas gathering materials and building the hugest set of unusable materials on earth. Find those that work for you. Fine tune them tweak them and make them work for you. Alot of the materials I have I customize a small amount but collecting them is part of the fun. I’m sure everyone has better solutions for this as well however on my end speed is the game so I try to keep  it all flowing.

For PBR folks.

https://matthieubarbie.wordpress.com/2015/01/12/pbr_shader-1-75-for-blender-2-73-documentation/

http://www.quixel.se/content/blender/QuixelShader.zip

 

I hope this clears up some things about my default scene and helps you to use Blender more efficiently to your needs.

If you need more help with fundamentals or getting started, I did a free course! Blending away the pain!

https://gumroad.com/l/blendingawaythepain#

In that I go over everything I can from basic modelling / rigging to compositing. It’s just a fun trip around the program!

Also the beloved. Blender Basics Recap!

In my personal work I am moving into mocap with the Kinnect One and Pro Body 2!

Pro Body 2 – Download Trial / Buy

If you try it get the Xbox One Kinnect and an adapter not the one for Windows!

Blender/3d: Custom Normals

In this blog post I wanted to go over custom normals for hard surface creation. I plan on keeping it short but still I find this essential nonetheless. Custom normals exist in most applications and is essential. Maya users are familiar with the process of hardening edges and softening them in addition to locking them down. For this quick post I wanted to discuss ways in Blender to get smooth shading without all the fuss of horrible looking edges or exact tweaking.

CN1

The first image above shows the mesh on flat shading without any smoothing. While it looks moderately acceptable, for the baking it will show unwanted faceting and make the normal/height show stair stepping that would be undesirable for the final result. When I click set smooth all my problems come to light and show the roughness of my workflow of booling insane amounts of shapes into a planar form.

CN2

Funny enough. Before custom normals were added I used to fight with this so much and would use the split edges modifier to make life easier. This also increased the vert count substantially and made the mesh denser than the process of making it which was also a bad thing.

In the object tab there is a normals tab where you can check auto smooth and set an angle as well as turn on double sided (which isn’t needed). The default angle is 180 which isn’t going to show any difference however once you lower it down to either 30 or 60 the normals begin to look much better.

CN4

The final mesh is now ready to be exported / baked or whatever I plan to. To set manual edges you can press ctrl + e >> mark sharp. This will sharpen the edge similar to how Maya has Normals >> harden edge. I use that as well for shapes I boolean into other shapes and the amazing part is the sharp edges translate well into the subsequent object along with vertex paint, materials and even UVs.

CN5

But that is all for this tutorial on custom normals. I hope this helps you in your hard surface endeavors. Also be sure to check out my latest tutorial about modelling sci-fi floor pieces using the mesh subtraction kit.

I’ll leave you with one more image showing the process on a basic cylinder to help drive the point home.

damnJordan

For being cool enough to read my blog I would like to also throw in a free floor! You can check it out and see the custom normal smoothing in action! Thanks again!

https://www.dropbox.com/s/rslorvtw9xnl1am/FreebieFloor.blend?dl=0

Also… the default cube of the future.

https://www.patreon.com/posts/3032558

UltCube