Tuesday, 20 January 2026

Ops Hardest: The last of the Hard Ops lessons

 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


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.


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


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.


Select Shift+Circle (E) to use a more powerful method that lets you use more options, such as adding more segments to the circle.

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.


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 edges

Mirror

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


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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Ops Hardest: The last of the Hard Ops lessons

 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...