Let's get the lessons completed, so we can zip through the build tutorial.
Josh confirms that at this point, we've covered the main functions of Hard Ops, and what's left are supportive tools.
S Mark
In edit-mode.![]() |
| Edit-mode context menu |
The S Mark tool lets you do localised sharpening.
Check out the Sharpen/Csharp tools with Tild+Cntrl menu
Check out the Sharpen/Csharp tools with Tild+Cntrl menu
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| Tild+Cntrl for HOps Helper menu |
Reverse Bevel
This is cool!
1. Create a cut, such as a circular cut into a face.
2. Once created, use Ever-Scroll to select the circle cutter and go into edit mode - Tab/select faces.
3. Select the top face. Press Q then Ctrl + (s) Mark to add a bevel. In this case, the bevel is reversed because you are adding it to the cutter, not the target object.
This is cool!
1. Create a cut, such as a circular cut into a face.
2. Once created, use Ever-Scroll to select the circle cutter and go into edit mode - Tab/select faces.
3. Select the top face. Press Q then Ctrl + (s) Mark to add a bevel. In this case, the bevel is reversed because you are adding it to the cutter, not the target object.
Making nice bevels without needing to apply the boolean and tackle the resulting mesh.
Adjust Bevel Weight
You normally can adjust Bevel Weight in the item N-Menu
You normally can adjust Bevel Weight in the item N-Menu
Instead, you can use the (s) Mark.
Q, (s) Mark + Alt
Add Modifier
This does exactly what it says. It's just a convenient way of accessing the modifiers without using the Modifiers side-panel.Vert-to-Circle
This is very useful. Select vertices, then Q, Circle (E). This converts vertices to circles.
This is very useful. Select vertices, then Q, Circle (E). This converts vertices to circles.
Select Shift+Circle (E) to use a more powerful method that lets you use more options, such as adding more segments to the circle.
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| Scroll for more! |
EM Macro
This is another vital supporting tool.After selecting faces, Q, EM_Macro
Standard (LMB) creates a grate
LMB+CTRL creates knurls
LMB+Shift creates a panel along the edges
LMB+Alt creates panels along face normals.
Mesh tools
Referred to in the course as ST3 Mesh Tools which provide a suite of functions for cleaning up mesh geometry.
Flatten to Face
This has its uses. If you have selected faces that don't share alignment but you want them to be aligned (flattened) to a single face. Use this tool!![]() |
| Faces in a mound are flattened to the selected face. |
Selection to Boolean
Select a face and turn it into a Boolean cutter. Then LMB to move to the depth.Edit Mode
This is a quick edit menu for fixing/altering an object's mesh.
This is a quick edit menu for fixing/altering an object's mesh.
Snap Cursor
Snap and rotate cursor along selected item.Display Marks
Enable/Disable Marks from the viewport
Demote
The Demote tool removes all markings from selected edgesMirror
Another useful mirror tool that speeds up the mirroring of an object. I've tended to use the one built into Random Flow (Shift+Q), but this one might be quicker to invoke.With Mirror Menu enabled
Spin
The spin will spin a selected face based on the viewport orientation. The menu lets you fine-tune settings.To Floor
Select a face and use To Floor to place the face on the 0,0 "floor".To Shape
Convert the selected face into a shape, based on the following list:Decap creates a visual copy but removes the cap.
Convex Hull is a simplified object that surrounds your selected mesh (like a low-poly shrink-wrap), like a collision detection box in a game engine.
To Rope
Convex Hull is a simplified object that surrounds your selected mesh (like a low-poly shrink-wrap), like a collision detection box in a game engine.
To Rope
Shift+To Rope for an alternate mode, which adds a central thread in the rope.
I missed a few of the smaller steps out due to time.
Look up Uniquify, Late Parent, Quickly join Verts and Recut.

















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