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Original subtitles

hopefully everyone can hear me uh really

excited to

uh talk to everyone today

um this is basically the first uh video

and a set of

um

uh webinars or demo sessions that we're

going to be doing throughout uh the

month of June

um

on pad and jewelry design

um trying to get people into kind of one

of the hardest parts of of

um sort of the digital creation workflow

which is actually kind of

um you know form Labs enables people to

uh to take their designs from from the

computer to real life but I think

um we really want to acknowledge that um

there's there's a lot that that people

need help with with

um

so I'm here today to show you

um one of the uh pieces of software that

I'm familiar with

um and I think it's really interesting

piece of software

um

it's uh blender 3D

um and blender is basically a free CAD

package

um what makes it kind of unique is that

it's it's actually incredibly fully

featured and Powerful compared to

standard industry tools

um

you know if you think about jewelry pad

you might be thinking of of rhino or

Matrix

um dual pad software like that

um but blender is this totally free open

source software

um so from that from the just cost

perspective as a really low barrier to

entry

um and it actually has really active

development behind it it's partially

funded by Google

um and it's used in a lot of

professional settings uh just kind of on

the merits of its capability so

um yeah we really just wanted to give

you kind of a cross-sectional uh slice

of of the world of cat this month

um to help you understand you know what

the different offerings are

uh out there for Jewelers uh designers

tour businesses

um and you know more importantly just

help you make the decision of what kind

of uh you know pad software you might

want to invest your time to time and

effort to to learn

um and and to uh get get into one of

these tools so

um actually on this month we have on

Deck you know today which is I'll be

talking about blender

um then we'll be doing on a second on

Rhino uh then later down the line

tinkercad zbrush and free design so

we're kind of covering uh a pretty wide

gamut

um in terms of uh what's available

um so yeah let's dive in

um I just wanted to uh you know leave

the floor open if anyone wants to ask

questions throughout uh throughout the

demo

um feel free I love to you know interact

with you guys and and find out uh you

know if you have

um basically uh

either issues that you've run into in

your design process or

um

or uh you know specific things that

you're working through how to how to

create

um maybe I can help you uh if you can

you know send uh send uh um even a

picture of a sketch

um I'll put my my email address uh right

in the chat box so if you want to send

you know a cell phone image of what

you're doing uh that would be that could

be a really cool way to

um just sort of start a discussion at

the end

um

so yeah I'll do that right now uh

so that's my email

um and you know feel free to send me uh

send me what you you're you're

interested in trying to do

um yeah let's just dive in uh right now

um

let's see uh and if you

um let's see if you have a

um

I guess one one thing I'd love to just

get a sense of right here at the

beginning

um if you feel comfortable doing so

um I'd love to get a sense of where

people are in Canada so I kind of know

what kind of audience I'm uh talking to

and where where we where I should focus

um you know if you wanna if you want to

put in what you're uh currently using or

try to use

um and and generally we're just going

over this

um

so yeah I'll just share my screen here

and

let's start

this is the blender interface so blender

um there's actually two kind of versions

out there right now blender 2.79 and

under 2.8

um we're showing blizzard 2.7

um mostly because one that's what I'm

most familiar with

um it's kind of uh been around for a

long time there are a lot of great

extensions and tools available for it

um 2.8 is really awesome it has a lot of

kind of upgrades in terms of the

interface

um I won't go too much into like how to

use the specific interface today

um you know I'll try to talk through

what I'm doing in more General sense

um but uh yeah if you if you want to get

started you can use 2.8 or 2.7

um but they're they're relatively

similar to how they operate

um

let's see I think we got one more uh

more answer here there's some food is

not interested in Canada uh I have a

basic understanding of sculpting yeah so

uh it seems like we have a couple of

people who come from come from the Rhino

world and the and the free design World

which is uh definitely

um it's not too totally far off from

from what you do in pleasure

um

so yeah uh let's uh let's take it

Forward

um so I think the the really first

question you want to ask yourself When

approaching modeling something is uh

what kind of shape is it so this is kind

of a rudimentary question but like I

really want to know you know what kind

of shape is is the design that I'm

creating

um and it you know from that it follows

like

um a few different questions so I'll

actually share a little a little uh

um

sort of uh

flowchart I made

uh I'm gonna do it in blender here

um

image editor

open

sure

so this is kind of a map of what kind of

shapes that you know people typically

create in in CAD

um you know it doesn't cover everything

obviously uh but I find it to be kind of

the helpful breakdown for deciding how

you want to approach starting a design

um so you know in one uh you know sort

of in one pack up here we have kind of

what I call rectal linear shapes so it's

got geometric angular

um

basically in these types of shapes

really what's driving the design is the

relationship between different uh parts

of the model within within the model

itself

um curvilinear designs are you know

basically designs that are that are

mainly have have sort of uh compounds

curvature

um

does the design have hard edges so hard

edges are are you know obviously part of

directive linear designs and purple

linear

um hard edges can be you know

is usually not completely smooth

um but this this would actually use a

sort of different design methodology or

different ad methodology than something

like

um

a sculpture sculptural design

um and so each one of these paths

requires a different sort of part part

of the program in in terms of blender or

you know different CAD software so if

you're coming from something like Rhino

I think Rhino is really uh where it

stands out is in this kind of I mean

it's actually started as a as an

architecture design program so uh it

really stands out for this kind of

rectilinear

um

designed and then and then with uh

um you know nerves or or uh curve

lofting that and that sort of gives you

the ability to do hard Edge uh tools and

then

um in the in the uh more advanced

versions of rhino where you have

um jewelry specific uh added

functionality uh then you start getting

into something that I call referential

where to have a design and it's

basically uh referencing Real World

objects uh that you need to uh create a

model that has precise Dimensions that

references it

um sculptural designs

um this is where you'd end up in in the

realm of something like zbrush

um it's also covered by blender which is

really awesome

um so anyway this is this is just kind

of an interesting app

um that I want to show you guys but uh

we'll sort of come back with

[Music]

um

all right so I think what blender is

really great at is what's called

constructive subdivision service

modeling so this is where your um

creating shapes that are basically

defined by a smooth development as well

give you a sort of example of what I

mean by that

um so this is what blender looks like as

as you sort of enter essentially

um I really recommend if you're using

blender to have a have a keyboard with a

number pad when you see me sort of shift

around to different views like this it's

just uh directions on the number pad and

it gives you different views

um

so subdivision subdivision model is

essentially where you start with a

skeleton of a design so we'll take this

Cube and enable subdivision modeling

which is in the modifiers panel here on

the right

uh basically in the center Center view

we have the the 3D View and on the right

we have for

um uh what it's called the modifier

Stacks this is kind of uh alterations to

the model that are not necessarily

applied

um in a permanent way but they can be

stacked on top of one another to create

different

um adjustments to the shape of the model

so subdivision surface is a really core

one for

um for any kind of especially jewelry

model and kind of modeling with smooth

shapes uh and what it will do is it will

smooth out the the shape of the model

to occur a few turns into a sphere

basically uh and you can increase the

number of levels uh to create a smoother

sphere and then from that you can

basically take parts of the model and

essentially the shape is driven by this

outer skeleton

um and and so you're you're adjusting a

fairly simple form but you're creating

something underneath that's much

smoother and has much more detail in

fact uh you can click this button right

here uh which lets the sort of the

editable page of that subdivision uh

model just sort of wrapped to the model

which is really useful you just want to

kind of Click points on the model drag

them around and suddenly you have the

ability to create kind of very Dynamic

flowing shapes uh very very easily uh

you know if you're coming from something

like where I know uh to some extent this

is similar to what you do what you'd be

doing with curves curves and and nerves

modeling

um

it has a lot of similarities it's not

exactly the same in how it works

um I think the key difference is is how

you start to control the shape with with

edges so

um in subdivision service model I can

say we have this shape you know I just

made this round shape but we can start

to take edges and Define them as as

having more or less sharpness

um so we could take this this Edge and

give it a little bit of sharpness and

suddenly uh it has a a sort of reverse

back to its sharp shape so this is

obviously a

not easy to say model uh but I can show

you

let's say something like a circle sort

of a fundamental or archetypal shape or

many rings

um

units in blender are called blender

units but they're actually millimeters

so if you export from blender you're

going to get a millimeter scale object

so I've created a circle uh and how I

did that is just by pressing space if

you're coming from Rhino it's actually

really useful to know clicking space

gives you the ability to search for

something so if you have a general sense

of what you want to do in you know in

terms of like adding an object adding a

circle you just type in circle

um and then you would say you know add

something basically that's what I just

did so uh we have uh we have a context

menu here that gives gives that ability

to just you know add sort of presets but

you can also just search for things uh

in a similar way to write it so let's

say we have this this ring we want to

give it a little bit of uh shape so we

um if I excreted it so that's that's

basically pressing e and then moving it

over

um and then

let's just extrude that entire uh ring

so we're taking the surface of the ring

and extruding it

um now when we extrude region region

like this

um what I'm doing is basically extruding

the region and then right clicking that

sort of uh zeros out uh any further

effects so if I just extruded and then

moved it it would do some kind of weird

to screwed along sub axis but I'm just

right clicking and then it sort of keeps

in the same position and then you can

press alt s and that gives it a little

bit of uh scaling or it's called shrink

fatten over here on the left and you can

see what kind of Offset you want to get

so let's let's give that you know a one

or a let's say a one millimeter offense

negative one

looks like we made a ring essentially

rather small

um

so we have this ring and it's it's

defined by if I turn off the um the

subdivision smoothing it's sort of this

chunky glocky ring I turned back on the

subdivision and now we have the smooth

nice ring

um and then let's say I want to give it

a few sharp edges uh we can select loops

around the edge here uh you can do that

in blender by pressing alt shift and

then right clicking that so that's kind

of a topological Edge along along the

surface and then just giving it a crease

so that's over here in this right panel

you're giving it a crease and suddenly

we have this kind of nice Edge and I

want to make this just a little bit

thinner so let's just give it a little a

little adjustments now we have a very

simple band you know similar to what I'm

wearing

um and that's that's lovely and and

um

so this is kind of a very very basic

kind of uh description of how modeling

Works in blender

um taking edges or or surfaces or points

uh extruding them moving them with with

your various you know typical

um sort of translation Gizmo here

um often if you want to make kind of uh

sort of dimensionally accurate movements

so let's say I want to give this ring

just a uh sort of uh uh like a flat top

surface

um so I'll I'll screw that and then take

the scaling and just scale that whole

surface to zero

so now now the see that's the

zero on its kind of midpoint so we'll

take that just move it up

um

and uh it has it has kind of a an

interesting version you might like

better you might want I don't love it so

I'm going to just uh make that

top edge here

uh which is kind of a a

topological ring called Edge move

um and I'm just gonna make that pretty

Stark and now I have this nice sort of

uh rectangular shape another way you can

sort of manipulate subdivision uh

measures is let's say moving that crease

there

um is just by adding another Edge Loop

so I did control R and just added

another Edge Loop

um what that does is something very

similar so that's that's almost

effectively the same as as giving an

increase of just giving it an edge Loop

if we turn off the subdivision you can

see that edge Loop is actually at the

same position as that other ring uh so

we

remove the shell you can see just making

that edge get closer gives it a sort of

sharp edge so those are sort of a

description of how of how subdivision

Works uh it's a really powerful tool

it's kind of an industry standard for

how

um for how this kind of pads often

reverse and blender really follows all

of the normal conventions for uh

subdivision modeling

um in terms of how Edge loops work and

and how they interact with other

functions like for example if you want

to give something a bevel you can select

these edges and just

have bezel uh let's actually Define them

as having the bevel first

so we'll just be taking these edges and

just gone over here to Edge data and

just giving them a bevel uh and this is

that's just defining them as having a

bevel and then we'll go to here in the

modifiers which is this non-destructive

way of adding functionality or adding uh

adjustments to the model and then you

will just tell blender that we want to

give it a bevel where we added the bevel

definition which is called the bevel

ways that's right here and we'll move

that up in the stack so that bevel

actually happens first before the before

the subdivision here

um and now we have a bevel and it's it's

also smoothed in the same way that the

rest of the model is smooth uh and that

bevel can be adjusted in terms of its

radius uh it could add more segments to

make it smooth

um so that's that's a very very simple

example I'll go into some more complex

examples next

um

cool yeah let's uh let's take a look at

um let's take a look at some designs

that uh that we've already designed sort

of uh cooking show style just uh uh look

at them and try to understand how they

would be created in blender

um if you have any questions about what

I've already asked please just put them

in the chat uh happy to happy to I know

I'm sort of uh blasting through in terms

of the interface

um

clear how exactly I'm manipulating

things so I'm happy to explain exactly

what I'm doing if you if you need or are

curious I'll also at the end just just

uh give a

a couple of nice tutorials that I that I

like that are I talk about basically

blender interface Basics uh and those

are a really good place to go if you

just want to like figure out how to

manipulate the program

um so so yeah let's uh go into so

actually I don't know if you can see I

think you can still see me so I made

this quick sketch of uh of a flower so

it's actually

plans to be an earring

um

and so I took a photo of that imported

it to my desktop

um and uh

let's just I'm going over here to the

top and reloading the starter file my

next new new model uh just there's what

I was doing before

um and I'll just go and import

um or uh

go to the image editor so this this view

this view panel here can be all sorts of

different things the 3D editor it could

be an image editor uh it can get a text

editor if you want

um it has a lot of different optional

functionality uh let's see that a couple

of questions are there any places that

can create basic forms uh your ring

sizes the speed exclusion uh yeah so

um

let's see uh I think that that's a

really good question and basically

blender mostly is what's called kind of

what I describe as like an explicit

modeler so it basically doesn't have

very many sort of presets

um you know if you're making a ring size

and you know that diameter you can very

quickly uh make a ring like I just

showed you

um you can also do things like

um you know let's say let's say you want

to just add a very basic ring

um

have a Taurus uh so this is not you know

exactly a ring it's uh you know a

mathematical Forest shape

um but what this will do is it'll show

you you know you can change basically

over here on the left the major and

minor dimensions of interior exterior

Dimensions uh and this is going to give

you the total exterior radius of the

Taurus and the total interior radius of

the source so let's say I want a 20

millimeter uh you know ring size in

interior diameter ring size I would take

this and I would make it 10. uh because

it's radius

um so that's actually going to get quite

large and then the the exterior that's

naked 11.

um

yeah so that's just changing that

um so those though if you go to add

objects you'll you'll see all these kind

of preset uh shapes in there sort of

um basic fundamental shapes where you

can play around with uh

but to your question I guess the

pleasure does not have built-in for

example

um

uh like preset presets for uh like

jewelry specific features

um like prongs or you know stoneholds so

those need to be defined manually and

what I've done and what I think a lot of

people tend to do is you know basically

create a personal library of common

shapes that you use so let's say we want

to add it's going to do a ring like this

um

let's just make it into an actual ring

rather than just before us uh I'm just

scaling this on the Z to give it some uh

some some width here

um again we're gonna enable the

subdivision

oops not nuts

uh

politicisms

um now it's just more about array

like there were some of these Edge loops

um

it's in

this

please

um so if you wanted to make uh let's say

a set of stone rules around the edge uh

you could create uh sort of a primitive

object that's a stone hole so uh it's

not called The Stonewall in the program

but you know that just don't know

um and that's going to be defined by a

cylinder

um And the cylinder we're going to just

sort of punch it out of the of the Ring

along its band

um

so let's move this up to the top here

I like to have I like I have the

um the whole ring oriented sort of like

vertical uh just helps the sort of

rotate around it because it rotates on

the sde so we're going to punch these

out of the of the uh

typical shape

um

so blender has in this kind of modifier

area typical Boolean operations which

are where you can Union or join or

subtract one object from another

um so we're going to take a difference

and just subtract this object from the

other object and now we have made this

wireframe mode uh you know it'll show

that this is

Maybe and you can just take that this

this cylinder we know is in the

dimensions panel here it's it's two

millimeters in diameter we could take

this this uh cylinder

make its origin around the center and

then let's just give it an array an

arrays uh kind of uh well you guys know

where is it's gonna sort of repeat in a

pattern

um

and then let's give this a

empty object so an empty object is an

object with no geometry it's just helps

you define uh rotations or or movement

and we're going to link this object to

the empty

and

actually let's just uh

and get object offset to the empty

is that in the same location

some people ask me questions and see

what you guys are saying

so what it did is it's creating

uh these are actually different scales

so let's just last scale there we go uh

now when I rotate this empty it's gonna

make

um

please

and suddenly we have a

set of

queries

so just some technical difficulty

collector for some reason doesn't like

uh doing lots of booleans and the same

space for some reason it can be a bit

tricky manually

um

but uh

all right let's let's go past that

um

all right

um cool so

let's yeah let's look at a more kind of

generic room design to kind of get a

sense of what the workflow is for taking

kind of a popular commercial jewelry

design and uh making it in blender

without like we said you know having

um

pre-made uh

sort of uh features like prongs or stone

rules

um so let's load in one

um

foreign

this used to be the

sample part for one of our jewelry

resins

the split shank ring

um

it can be useful to just look at these

analyze how it was created so

it looks like we have a couple of

um

sort of diverging uh

shakes gear and now the crown this looks

like it's almost a separate object

these are probably unions

um actually they work so when this was

created these were actually created as

sort of separate components that were

then

um

they were then basically sort of stacked

together in a 3D space without joining

them and that's a totally balanced

strategy in blender when you're 3D

printing something you can just overlay

stuff uh and and the preform software

would basically take care of that it

doesn't need necessarily for you to join

everything before you export it to

the preform for example or whatever your

principally software is

so let's look at how we might create

something like this in blender

I'm going to move this over the side

so we want to have

two

sort of Divergent pieces and then this

this topper

this is actually quite quite a simple

similar object similar to what we oh

I'm going to create a circle

um

and I'm going to scale it to say

20 millimeter so I think this is going

to be at 28 millimeter Circle it's

easier in the connections panel

I'm going to get a subdivision surface

which is essential for making shapes

like this

[Music]

aside so this looks like it's going to

be roughly

of the two millimeters wide

[Music]

now we have this this band which it

created by taking an edge taking the

circle Edge and just extruding it you

want to give it some thickness

we can do it the way I was doing it

before which is just extruding and then

tricking we also take this and add a

solidify modifier and solidify is very

similar to the other operation but it's

just non-destructive so we take that and

we can give something a thickness and

that won't actually apply until we

wanted to

solidified before the subdivision the

subdivision will smooth to solidify

and solidify will be

negative 1.5

and here we can actually see in this

this ring has two kind of overlaid uh

fans here

let's see how we'll attach that probably

what we want to do is just take

create one side of this and then mirror

it over to the other side so let's just

take this top Edge

if I just move this over it will create

kind of a a smoothed uh motion but it's

not really what I want so you can

actually take this and enable

proportional editing and then go to uh

let's see if it's kind of not really

sharp exactly it's so much sharp but

it's not totally sharp and then this

will allow me to grab more than what I

just selected uh in in the sort of

radius

so we'll move over

Scrabble a little more

now we have

slightly curved band there

and it's actually curved out here too

um

I'll grab this

and just make that

a little bit closed

so

if you take this and give it just

another another

loop in the middle

what we'll do is we'll start to give it

a bit more

a bit less of a curved shape we'll give

it a uh

more of a square shape similar to the

types of these edges and I sharpened

them just like that but I want to just

give it a smooth shape for that and then

we'll take this and we'll make a mirror

there's also another

non-destructive modifier and now we have

this this nice kind of diverging band

here

and actually we can take this and just

use it for the same for the same or for

the next piece which is these

vertical numbers here

and I'm going to take you this just

delete this side

let's take this

let's delete that side maybe even delete

it down to about gear

take this this top edge here

and just move it up

just like I did before

I'm going to add a mirror on the other

side

I know you have these diverging

top fingers

and add a little crease here you can see

that this has been sort of sharpened

most likely this was created with a very

similar technique

now

he's want to be

what's a different disabled proportional

editing

but I can just slide this over to adjust

the top part of the sharpness

making all the Sharpies sort of opening

up the side

now

you can add our copies

so

kind of a summary is this is constructed

at the step grids overlaid pieces of

geometry but they're actually each quite

simple so when you look at this model

it's like oh it's kind of a complicated

uh in this form but it's really it's

really not that compressive shape it's

just made of basic shapes that have been

stacked on top of one another

let's make this this top part it's

actually a good Square so I want to add

a

Circle

has a square around there

a plane

the large and then add a subdivision to

it

and made us when you subdivide a square

it doesn't make a perfect circle it

makes a shape actually it's kind of

similar to this one

so we will add a couple of

intermediate uh

subdivisions that will consuming more

even more of this

Oracle shape

let's bring this in by sort of shrinking

them and scaling them relative to each

other by doing tests they're scaling

them

and now we have a

kid that's like that at the Top If we

extrude this

downwards

now when you're when you're creating

Industries like this if you have if you

have a specific dimension in mind for

this uh let's say we need this to be

exactly one millimeter we can press it

screws

uh and then just move things on a

specific axis a specific amount so that

we can just move this down in this right

panel here by by any Miracle amount and

that that definitely appeals to people

coming from from other software

um understandably uh

in some cases I like to just eyeball it

um but uh it really depends on what the

constraints and requirements of your

project are

does it need does it need a uh area to a

specific

imagine how this is

um and then finally let's just take

these and

make these and take these

ones that bad

so I I don't know where inset is in the

program but I know that there's a

function called the inset so it's based

and search for it inset faces I think

uh

this is the polygon

yeah since I polygon so that we can just

take these and just insert them

to make this kind of inset ring

I'm going to take these guys

and create upgrade

between them

now we have something similar to that

series

it's sort of darker than the rest of the

model that's because the the

levels of the models are the surface

Direction the model is is actually

gotten flipped and we can just put that

back

and now if we take these and add a

couple of spaces to them

make these Sharp

just hold down

the gap

this is you know can be it can be

tweaked a little bit to be more similar

if you want to see

um

that's not essential right now

cool so we have something that's kind of

similar we can take this and and go

along this edge with with uh with a

hole pattern that we decide we like

um

we could create that

procedurally or we could create that you

know by placing each individual one if

you wanted the rest of the pattern I'll

just show you the procedure really if we

make a

curve

let's say we belongs to

so if you want to take this bird right

here we want to make a pattern that goes

along that curve

that's right now it's not a curve object

it's actually a it's called a mesh

object there's different types of

objects and blender meshes are

sets of sets of points and lines and and

services uh curves are basically a Z8

curves so we can actually convert

into a

fur from that

[Music]

you want to add just again cylinder for

the for the

storm hole

in that space

my friends

and we're going to move this to here

offset it

and put it away

create a

curve on fire

these around

so the operations to do those are pretty

quick uh even though you don't have that

explicit functionality

so yeah that's kind of how you might

approach making something like that's

basically creating simple forms

extruding them moving them around

um you know the the the

sort of underlying shape of the object

is defined by these the the complexity

of the geometry here

um

it can be adjusted through the modifier

stack so if you wanted to make a simpler

object and then subdivide it you'd have

fewer control points to move around

but

fundamentally as long as these modifier

Stacks they

sort of unapply when you apply them like

that it sort of face it into the model

um then

let's see that now it's base this jumper

into the model but keep it unapplied on

the back back for a second

these

now the model the model is still edible

in this way by the by the subdivision so

that's kind of the essential uh workflow

in blender

um

let's let's open up a another model here

uh the flower earring so the flower

earring is

the flower earring this is the model

that I made from that sketch with you

guys earlier uh and this is

created with a very similar process uh

looking at that model so for the at the

sketch for a second here

Within

so this is the sketch so we can look at

the sketch and say well there's a a

curve here there's these these leads and

then there's the flower head

this curve is basically it looks very

similar to The bezier Curve so you can

we can create a bezier that that defines

that shape and then and then make sort

of a sweater following it the the leaves

are

but they're basically hard edged objects

uh and then the the flower is a little

bit more more organic but all of these

can be made with subdivision tools so we

go back to the 3D view we can see this

Center object is the rest of them the

center object is a

bezier curve so we can move that around

and you know adjust it in the typical

bezier fashion that you're probably

familiar with if you're coming from

Rhino the same same is true with these

uh with these

um sort of leaf uh branches

and then the leaf pedals themselves are

actually

pedals themselves are actually just I'll

go I'll go to the modifier so I can show

you what other how they're created

um

they're actually just simple planes that

have been subdivided and removed from

with the shape around to be leaf-shaped

reshaped

and then

once we have a shape that we like so

how that can be done

by smooth

surprise movies

that's more smooth so the Smooths that

are available in in the um in this menu

uh are actually not the same as the

smooth that are available in the

modifier stack these are more sort of uh

instantaneously applied rather than

rather than non-destructive

um if we take these we can move them

around and start to create a leaf shape

just by dragging and creating the shape

um

take this this Edge that we can select

it's a it's an edge Loop

grab it

and go down

and roll we basically have the same pH

but it looks like kind of a combustion

but it really can be made in almost

seconds

and then we take this and we

have a separate object we take this and

we solidify us

we take this and we solidify it we can

give it some thickness

which is one operation and we give it a

solid or another slipkart uh subdivision

which is another operation now we have

sort of the thick

er uh shape

but I'll leave it doesn't really look

like this and if you were casting this

part you want to have thin edges so we

really want to solidify to only happen

kind of in the middle and then it wants

to paper accident is so we can just

select these we can start to Define

where that is where that uh solidify

happens by assigning groups to the to

the model so those are groups that are

creative of vertices and then uh only

applying the subdivision to specific

groups

let's see or the solidifies specific

groups

there we go so now we have a shape

that's only getting thickness in the

Middle where we want to keep giving

thickness

um maybe that needs a couple more

playing with those those shapes gets

really close to where you want and then

you can the rest of the process is just

sort of refining by adjusting this this

interior page that you can see here

to the extent that you want to be

adjusted

oops

so if you have a

twins

you have a pretty high profession to see

how long have you been working with this

uh about 10 years but I think you really

don't need 10 years of proficiency to to

get to a strong level uh blender has a

ton of

um functionality that's really totally

irrelevant to jewelry making enjoy

design but I I come from blender from

the computer Graphics World

um where it's used to to render CPI

um for you know special effects of

movies and that kind of thing

um which actually gives you as part of

this sort of incredible bundle of a

pretty incredible value gives you you

know a render engine that can render out

your your designs uh in a in a you know

really fantastically high quality

um but many of the much of the

functionality is actually it's not

useful

um so it has you know animation and that

kind of stuff

that you can

or

um

so I can show you a lot of a lot of

Jewelers are interested in the rendering

side because it gives them the ability

to you know show a design without having

to

have basically having to pass it yes

[Music]

let's take a look

s

this is a model of the new formulas

passable resin sample part

um but

I think the interesting

one interesting thing that that is that

we can show here is the ability to take

a take a design and really just

visualize it almost in real time so this

is being rendered on my computer

um and you can actually get a pretty

amazingly high quality of of

visualization output

um you know just from from a few seconds

of of waiting so

uh that kind of link between blender and

and the computer Graphics world really

gives it some of that

um

expert functionality that you can use if

you like to do that um

cool

um

yeah we have a couple more minutes

um

there yeah there are a couple other

things that I can it's a lot more likely

talk about uh and you know feel free to

email me if you have questions or uh or

or want to know about anything in

particular

um I think one thing that's really

awesome about blender is the is the

world of extensions that it has so

people write scripts and and extra sort

of bolt-ons that give it functionality

that you that you have as part of the

program

um so I can show you some of those for

example

yes

so for example one extension is you know

if you want to give

if you want to create a pre-made

gemstones it has a

some functionality for that it's not

it's you know it's not going to give you

every single type of gemstone for a lot

of basic types you can you can adjust

many of the parameters of your gem uh

just by measuring it and then putting uh

for example you know how wide is how

wide is it if it's two uh and then you

want to make this you know wider and and

taller so you can have parametrically uh

adjust what uh what drags you want to

know that gives you the ability to size

uh parts of your design a little bit

more accurately

um than you would if you didn't have

that there's another really cool one uh

that I want to mention is the 3D print

toolbox so there's a whole set of tools

I think it's enabled here so I'll just

enable it really quickly

[Music]

so I should just select them object so

if I select this object here I'd say

this one

I've got a 3D print you can actually

check any objects for 3D printability so

you can look at it and it'll tell you

um whether or not the the model that you

created is sort of valid for 3D printing

a lot of Print Pro sort of processing

software will give you much of that

automatic cleanup for you know for free

or or automatically but this gives you

sometimes that automatic process can be

a little bit prone to error uh so you

can do some of the checks that you would

do on a Model just make sure that for

example your model is manifold so you're

a manifold model is where it's fully

enclosed uh so now this model everything

you can check for example uh check all

see it's larger it says non-medical Edge

is zero uh so it looks like this model

is is totally fine for 3D printing

because all these uh checks are are at

zero

um which is a really cool useful tool uh

you can also scale to a particular

volume so if you have a model and you

want it to be exactly a particular

volume of metal uh you can just select

the whole thing and then scale up the

volume and that's uh and set it to a

known volume uh you know it should be

within you know pretty close to that

volume otherwise you're gonna scale the

dimensions

right here just a little bit often you

want to make sure that you are you know

exactly where you want to be you can

stay at the volume

um

yeah so that's that's uh a quick

overview of blender

um thanks for listening to me uh talk to

you guys for for a bit um uh again I'm

really happy that you that you uh came

and and if you really have any questions

or want to just talk and you know show

me what you're making or or ask for

feedback I'm really happy to happy to

help

um so yeah give me give me uh an email

if you want uh and uh again later on in

the month we'll have uh further uh

further

um demo sessions from uh

uh experts on other software uh more

jewelry specific software in some cases

uh Rhino tinkercad is a interesting one

uh kind of similar to blender and then

it's uh less your specific but it's more

uh about making very explicit

definitions of how the model is shaped

uh rather than where where blender is it

the the operational mode is you're

creating objects and you can Define very

explicit Dimensions but really their

relation to each other is a little bit

less well-defined and that helps you

have a little bit more design freedom

and make stuff faster but if you want to

make something by kind of doing in the

nutritional CAD method tinkercad is is

uh really cool and it's totally free of

them uh which is really cool these days

so people who are interested in getting

in without any price of Entry uh

zbrushes is really cool I wish I had

time to talk about uh sculpting

um it's called zbrushes basically the

industry standard for sculpting software

uh something is basically a similar

metaphor to real life so if you're a If

You're A black smoker for example you

might really like zbrush

um or even the sculpted functionality in

in

blender uh which it has

um

the school thing is is where you're

pushing and pulling material as if it's

as in its play basically so there it's

even harder to make very uh

dimensionally specific models but you

get way more design freedom to make all

sorts of crazy shapes uh and then uh

free design and and

is sort of the most uh I would say the

specific software and that'll be uh you

know at the end of the month or in July

so hopefully you can attend those and

and uh yeah thanks for stopping by

um

if you have any questions I'm I'm

actually I don't have uh any uh any

extra right there

anywhere to go for the next half hour so

if you want to stick around and ask

questions I'll be here

see in the chats

oh yeah so let's see I feel all sorts of

comments in Japan sorry guys

um

is it possible to load a food scan and

manipulate it yes absolutely

um so the 3D scan

um oh and sorry I'll just mention the

the jewelcraft add-on uh that that Brian

mentioned I tested it out I used to use

that in the I tested it out this morning

it seems like it hasn't been uh up to

date uh hasn't been updated since like

2016 so it doesn't actually work with

the newer versions of blender

unfortunately uh so I was I was pretty

disappointed to see that

um but uh if you wanted to go back to

our earlier version you could use that

and it would give you some of those more

jewelry specific uh tools uh but yeah so

Janice uh loading a 3D scan so if the

blender is really awesome to handle it

really high density models so if

previous scans come come in with uh you

know basically can be millions of

primals and you need to process them

um so actually maybe I'll maybe I'll

find a scan

uh

uh quite hard to find anything in the

windows for me

and we have a we have a scanner

I use it to scan things especially

scanning gemstones uh it's really useful

for this

um

but but yeah so you can you can load

them in uh typically scan Files come in

with a lot of parts missing so they need

to be cleaned up depending on what you

want to do with them usually what I like

to do is is use the scanner as kind of a

first step in design so you can scan uh

like large play models you can scan uh

existing jewelry

um to some extent all those viewer tends

to be on the smaller end of what what

standards can can deal with so there are

jewelry specific standards

um you can handle really tiny models

um

and you can scan them in and either use

that as kind of a way of replicate parts

or if you scan something larger you can

add motifs to the designs by just

scanning them and trading them down uh

and then remodeling around them

oh

still on the scan here we go I think I

found a span of some opal

yeah

let's see what's here

so here yeah so I so I scanned actually

some little Opals that I have

[Music]

um

they came in like this so if we

hopefully investigation uh

yeah

so these are these are these opals

they look like this because they're

stuck onto a little piece of clay so you

actually can't see the bottom but the

bottom of the opal is coated so it

doesn't really matter what we mostly

care about is just this kind of edge uh

this Edge boundary and making making

kind of a puff that holds the stone

um and that that's something that we can

do really really easily in blender so I

can show you what that might look like

that I can use to start a model I'm

taking a point and then I want to snap

to the end and snap his Edge

of them

I'll take this and make a line and then

start to just go around

and make a

boundary ring

that encompasses the whole perimeter

episode

I have this boundary wing and what I was

just doing there is extruding and

snapping so you can just take this take

it and just snap it on it and now and

that puts I mean when you click a whole

uh control it just snaps onto it into

the throttle model you're putting it up

so I snap those on there

and now we have a

ring and it has some subdivision there a

bit smooth

and I'm going to add another modifier

which is Sprint wrap so that'll watch

the tape of it the shape and just shrink

out to this as closely you can guess

and look at that now we have a sort of

top that holds the holes apart

so it's the stand so which is really

cool I'm gonna take that

screw it downwards

back

and right now it's just with this shrink

wrap modifier on all of these points

that I created when I extruded this Edge

we're just snapping directly to the

stone uh or they're snapping to wherever

on this model is closest

I'm taking those but snap it

automatically I'm just going to add a

solidify to it to it

still apply our parents

just Sharp

you know you can Finance this to

everywhere I always agree but I would

have a shape that can I can hold half

precisely uh you probably want to extend

the edge here but um

that's that's how you can manipulate

scans I think that's uh fairly useful

you can also you know if you have a

adjuster you can place it in a model

like this and just size these prongs you

know accordingly basically or uh if you

had

um a large sculpted Motif that you want

to apply to a surface you could just put

it onto a surface like this

[Music]

there are all sorts of things you can do

foreign

the demos

um yeah I think we are going to be

reported again let's definitely uh

photography works really well for small

gym so that's cool

um

yeah

from my own experience trying

photography it's been pretty difficult

but

um

but uh yeah if you have you have uh

Dodge work that's awesome I mean I know

photogram three is is can be very

precise it just getting a great scan

depends on

seems to depend on rotating either your

model or the camera in a really uh

regular way so if you have a sub key

that at the turntable uh you can you can

do that also if you're scanning

gemstones

um obviously they're transparent output

so you need to typically quote them with

some kind of scan spray or foot powder

which other top powder works really well

and that will just map the stone so that

the uh so you're not getting any

Reflections off of this phone before uh

screw up your skin

oh

yeah that's it awesome guys

um yeah so for the next half an hour I'm

going to just be modeling one here uh

and talking through it can stay if you

want

um but uh yeah thanks again for watching

look at this

filigree bracelet

so this is a model that uh that I made

um

as a kind of demonstration of of

filigree Design jewelry

um which is when you're when you're

talking about 3D printing it's it's

something that can really only be done

with with a you know SLA a resin printer

because you're creating these really

fine uh wires you know you can solder

them together with why you know but it

would take incredibly a long time so

being Ableton design it in in sort of

one Fell Swoop and print it is is a

really awesome advantage of uh both 3D

printing and the ability to

um

and the ability to uh just create all

sorts of different design manipulations

on the surface really really quickly so

uh let's see

this is this is kind of the base shape

that I was using to to create uh you

know shapes for this for this bangle

here

um and they're they're

you can see on the on the right here

they have this modifier stack it's

actually relatively complex but it's if

we break it down what it's doing is you

know the subdivision is happening so

that's you know giving it it's it's uh

it's sort of uh to turn off all the

subjects that's just giving it you know

like and some geometry to work with is

the basic geometry underneath it's

actually pretty minimal uh it's giving

it some smoothness uh and then we're

doing these to form so the Forum is

actually a really really interesting

modifier uh and what it does is it it

starts to let you just adjust Things

based on uh mathematical formulas so the

deform the bend is happening which is a

which is sort of a

a formula that causes a a sort of

angular Bend in your model

um across the entire thing so I turn

this all the way down let's see it all

the way down I'm going to turn off

like the first one have lots of other

ones in it so it's kind of all this down

uh

that's the that's the basic form of the

model right it's a ring right so that

that's pretty pretty different in this

shape uh but by starting to

do these sets of the forms of this

um we're we're starting to just like

wrap it around and then we're starting

to

uh forward in this one and then starting

to

like this one just wraps the whole thing

over itself and that gives you a nice

bangle shape uh I thought

um

and then

what else have we done we've we've

turned on you know we haven't turned on

a wireframe you could turn on wireframe

which is it does this creates like wires

around the whole object that's kind of a

cool effect

uh

it did turn on triangular and

triangulate is very interesting because

it actually changes the shape of the

underlying geometry uh let's see if we

can

show it somehow

turn on so you can see the wire frame so

when I turn on the wireframe

they actually when I turn on the

triangularly rather it goes from being

this regular grid being this sort of

hexagonal grid uh it's called the Dual

mesh and that's actually the start of

some pretty interesting

geometry when you start to subdivide it

uh like we've done here so I took that

and

see gone over this one

so now we have let's turn all of them

off it's kind of interesting to play

with this and just turn off all of the

all the modifiers and see what you're

working with so this is the this is the

basic shape that we started with you

know back here that's really a little

different but mainly the same uh basic

sort of not exactly Mobius but like just

a bit a band and then we're turning on

the subdivision and apparently

triangulate to give us that kind of

so when we act when we add the

triangulas

it sort of gives us this dual mesh which

is like each one of the

uh each one of the

rectangles is split but it doesn't even

pattern

and then you can subdivide it again and

then triangulate it again that gives us

even more in Geometry uh and then we

subdivide it again and then

well the wireframe

and suddenly

we have this very interesting

almost Mosaic pattern uh

we displace it we can get a little bit

of a little bit of thickness that's

really it that's that's the that's the

uh pattern that we use so we get this

very interesting shape but just through

a few manipulations of this modifier

came into the ground freedom and it sort

of tiles very nicely over the surface so

in this way you're getting kind of a

similar similar uh procedural shape

generation that you might need from

something like grasshopper just through

the modifier stack which is really

really cool and then we'll take it here

and we just added this this written to

it

um and then and then that's that's the

model so

um yeah that's that's kind of an

interesting procedure for uh

how to how to use it

uh what else have we got 15 more minutes

[Music]

a classroom

this is something that people typically

want to do with 3D printing because it's

it's a natural fit for 3D printing is

creating customized jewelry so how do we

how do we make something that's like

totally customized class ring you know

we have EA tests we have we have a

unique uh centerpiece here

um how do we make this model let's see

the actual underlying model is very

similar to what we're looking for with

just making circles and then joining

them

they have circles and then we flatten

them out like it's in that initial model

we flag that up top

this this sort of hole here

you could do it by taking another object

and just punching it out but what I like

to do is kind of an interesting

technique is just to take the model and

grab some some some geometry like badge

and grab some on the other side

do abridged

and add something else

suddenly we have this like folder

like sharp working

it's a really cool way to

sort of add a perforations to models

and then the top part is

is actually a separate outfit once again

we're dealing with these these

technique of just taking shapes and

layering them on top of one another they

don't need to be truly enjoying they

don't need to be

merged they're sort of floating on you

know floating together

and that gives you a lot more freedom to

to

adjust what you're working with like if

you look at this this model is is right

here it's fairly complex design but

really each of these components these

are these seven components here it's

just its own unique little little uh

design elements and you know

individually they're not that

interesting if you look at this

they are this is mirrored so sweet

look what this is It's like a curve and

another curve

I don't have a priest here that's like

making something sharper

and we made it soft and we made it solid

says

unsolidated like that's the shape that's

the really the basic fix really simple

but suddenly when you add some of these

extra

uh

sort of extra modifiers and make

something that's very interesting and

especially in the United States where

you start to play with how the

subdivision like moves moves next to

itself like if we move this Edge a

little bit closer it sort of there's a

crease there which is a really

interesting effect

thanks

to this other side listening to the

other side as well

so we can we can create a bit of relief

just by taking taking a central Edge and

this is how it was originally basically

without this little file it's like that

and then I added a couple of these

a little extra edges here

how to solidify

take one of these maybe add another one

take it and just move it in and have

this image so that's how the entire

model is created uh it's very very fast

to do this kind of thing

um and you really you know especially if

you're starting from a sketch there's no

better way my in my view to just quickly

draw out the shape and then and then

start pushing and pulling the the edges

and the vertices to make something

that's uh that feels interesting or a

little bit more alive

um

the the no grain here on the edge is uh

it was actually also circles in the red

it's not on the right it's really just a

like a ring

where each of these little

uh sort of

each one of the lines all that

constitutes the ring has been extended

outwards so it can do the operation for

you if you're curious and take each one

of these

and just let's see if it's rude

a little bit

a little bit and then we can escape

and take each individual one and scale

it looks like there's a little button

here that lets you change where things

are scaled to you can scale them on

individual Origins oops

is

is huge

only edges underneath

and why it's not doing that uh well

there is a way to take each one of these

and just move them out and then scale

each one of them individually

um

okay like this and then scale it down

and then you have a little no that comes

out

um and uh and you get it all around it

and you have a

something that can be that can exist

inside this Edge

but it exists as

love because I only have little only

that only the little milgrain

protrusions are working out itself

um

yeah so going back to the

um

in the backs of the last ring

those seconds

so I was thinking you know maybe you

want to have a a

ring showing that you are uh what if you

have a positive test for for Coronavirus

in antibodies uh it signifies that

you're free to free to work and move

around

um so you have a ring that has this text

so the text is also really quite simple

um

perhaps as a is a type of object in

blender so you can create to learn how

you add a mesh to you know add a curve

or at a surface you can attached

um and then the the actual

um

the actual uh

text could still be edited even though

it's

you know the opposite protocol to it and

then right so in this case

this game

being actually this this Rim has a

slight curve to it or it slides downward

slope so we don't want we don't want a

text to just come straight out we want

to touch that comes at an angle so if we

can create a shrink graph that sort of

fixes it to the effects of it to the

surface

and then solidifies what gives it

emboss so that's a really easy uh

easy thing to add it can be a little bit

um

uh

it can be a little bit uh tricky because

if you create text like this it's common

that you'll end up with quite sharp uh

sort of areas between the embossed and

that could actually be a problematic

when you're when you're passing in resin

you're printing your parts and passing

them uh so if you want to take those you

can give them a little bit of a sort of

stress relief in the in the casting

process

um just by

yeah

so you can give them a little bit of

bevel depth and that will sort of take

the strain off because it's it's kind of

enabled straight down

so

uh yeah and then and then what to do

about the middle the middle is its own

is its own empty spot here

um so one really cool way to we talked

about this in a zebra throughout America

one completely cool way to add interest

or ADD

low THC you can you can really quickly

do in blender is take a take a space uh

or take a surface and then

what was called displacing it

um with a

image that that basically encodes uh

vertical height information so this

right now this goes flat

plane

that actually

been subdivided a lot in the system

subdivided a huge amount

so it actually has a lot of geometry in

there but it looks flat

if you take this and then we unwrap it

unwrapping it what that does is

take a second here

what unwrapping it does is it sort of

creates a map of a projection like a

like a you know map of the Earth of the

surface

and that lets you apply

um

really you should unwrap before we

subdivide it

to a lot of value

in that kind of attraction

certainly difficulties guys come on

great TV

so yeah now I've unwrapped it I did I

did the wrong on my option

um

look at our images right now we have the

plane just coming back to you and let's

say we want to have a

um

like an embossed area here the embossed

version with an image or with a kind of

Bob release

we're going to take the there's a

modifier for that so we go into the

modifier stack and you go down to this

place

create a texture

and the texture

we'll have a

browser

have this texture it's not really has a

progress uh it's a little horse guy

so you can do something like that just

instantly create a create a relief this

this image is uh what's called the alpha

so you can look online and find Alphas

you can also create Alphas from almost

any 3D models that we have a model you

can create a sort of 2.5 D relief from

it that doesn't have any undercuts it's

just like comes straight out of your

your model and it's mostly flat but it

gives you a a bit of sort of textural

movie

um so let's see yeah created a uh

there's actually a blend file that I can

that I can share

um

which generates these release so I

created one that is uh shows you gives

you all the instructions for how to do

this uh so let's import a little

coronavirus

um

or it's a model that I found on the CDC

website for the center of our of our

ring

load in here

unload in

follow the instructions to make sure

that this is in the right spot

this ones are paying most different

because we've created all these like

Dynamic you know movable viewports and

stuff but really it's not it's the same

program we've just plug split out the

viewport in a lot of ways

it could be

brought back to its normal State quite

easily

um

depth here

like

okay

what I'm doing is I'm sort of pulling

out the depth information from this

model to give me the ability to make an

image like this where it impose just the

um

2.5 the just depth information of the uh

of the image

so that load

[Music]

um

let me go here

I say top here

all that

I'll put the constrain

want to do that this place again

distribute this place

for film our

your image

make sure it's natural

yeah now we have this like cool sort of

uh three to 2.5 D relief of uh of a

coronavirus uh firion uh in the middle

of our

um

positive antigen uh

Plastering for 2020. so thanks guys

again for watching really appreciate it

uh would love to answer any questions uh

feel free to send them along uh and have

a great day

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