My two are:

Making sourdough. I personally always heard like this weird almost mysticism around making it. But I bought a $7 starter from a bakery store, and using just stuff in my kitchen and cheap bread flour I’ve been eating fresh sourdough every day and been super happy with it. Some loafs aren’t super consistent because I don’t have like temperature controlled box or anything. But they’ve all been tasty.

Drawing. I’m by no means an artist, but I always felt like people who were good at drawing were like on a different level. But I buckled down and every day for a month I tried drawing my favorite anime character following an online guide. So just 30 minutes every day. The first one was so bad I almost gave up, but I was in love with the last one and made me realize that like… yeah it really is just practice. Years and years of it to be good at drawing things consistently, quickly, and a variety of things. But I had fun and got something I enjoyed much faster than I expected. So if you want to learn to draw, I would recommend just trying to draw something you really like following a guide and just try it once a day until you are happy with the result.

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34 points

Blender. Not great at it, but there’s so many fantastic tutorials on YouTube. I can use it good enough to design and 3d print simple things. Of course, there’s may aspects / layers to it. It’s both broad and deep. So it’s good to kind of focus on one thing at the time, and then break that down even further.

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4 points

I’ve been wanting to learn blender for the same reason. Complicated models are an absolutely bitch to work with in parasolid modeling engines.

However, for simple designs, parasolid modeling is spectacular for designing models for printing. Fusion360 has a free tier for hobbyists (they hide it and you have to go hunting to find it, but it exists), and I’ve done most of my designs there.

I’ve also used tinkercad for really simple edits. I’ve heard great things about solidworks, but it’s expensive af, even for a hobbyist account.

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2 points

Not sure exactly what you consider ‘expensive’, but there are ways to get a student edition Solidworks account for $100/year. I consider that a pretty reasonable price.

Personally, I find it infinitely more usable than Blender, but that may just be my personal biases in play. Your mileage may vary.

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2 points

That’s absolutely reasonable, but I’m not a student. Is that required by the license agreement?

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8 points

Man, I tried to get into this. Spent months running through the tutorials. I just couldn’t grasp how they design flow of creating a complex shape from scratch. It just didn’t “make sense”.

I’ve found parametric modeling programs like Solidworks far, far more intuitive to use - it’s easier for me to grasp “okay, this thing is a combination of added shapes, extrusions, negative spaces, revolved outlines, etc” than what Blender wants you to do. Unfortunately, most parametric programs really don’t offer good skinning/texturing and only mediocre rendering options.

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3 points

Blender tends to work better for organic shapes. I know because I suffer a LOT to make more parametric stuff with it. I really should learn how to properly use something like Solidworks, Fusion360 or something along those lines.

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3 points

Try onshape. I learnt fusion last year though YT and playing around for 3D prints.

Its fine but a bit of overkill. Onshape has just enough support that a search for “how to do X” takes you to the wiki or official forum, and boom. Answer.

It also seems more initiative and just gets out of the way, compared to fusion.

No idea if its just coz I learnt fusion first though.

I tried solid works but nothing clicled for me with that.

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2 points

I hear you on that. On the reverse, trying to make “smoothly flowing” curved shapes in Solidworks is a headache (similarly, I’ve suffered trying). They do offer a slicing tool so you can import your monkey head from Blender and convert it into parametric object(s).

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1 point

FreeCAD is free and parametric. It’s what I use after Fusion changed their subscriptions around. I don’t need to be forced into a subscription once I put in the time to learn how software works, thank you very much.

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4 points

I totally get that. It’s like finding a programming language or personal information manager app that you like. Have to try a bunch out to find something that works for you.

A long time ago I dabbled in script-generated ray tracing. That was fun, but I never got great at it.

I also learned PostScript for a while, because I wanted to create some very intricate printable forms. Using WYSIWG tools was just not cutting it. I ended up with some large 300dpi forms that I liked, whuch were perfect for the assignment.

Sometimes a different model or approach can make a huge difference to your work flow.

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8 points

What are your favorite tutorials about Blender specifically for 3D printing? Any channel recommendations?

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10 points

I do resin printing. All models get sliced into 2d layers by the slicer program. Therefore, the geometry of the mesh isn’t nearly as important as it would be for something you wanted to animate or use in a game. (Pro 3d modelers take great pains to keep their meshes very clean and smooth, made up of all triangles, etc. But if you’re just going to convert the thing to a bunch of 2d slices, you don’t need that level of discipline.)

You can basically overlap and tweak a bunch of primitive shapes (cubes, spheres, cylinders, etc) to build a complex shape for the thing you want. Then you can export that as an STL file and load it into your slicer. Once inside the slicer you can add any needed supports and then slice it.

In order to get to this pretty basic level of competence, I just watched several tutorial videos on the basics. Like how to add shapes, scale them, modify them, mirror them for perfect symmetry, etc. I have watched some videos on texturing, lighting, etc. out of curiosity but you don’t need any of that for resin printing.

And once you export it as an STL it looks like one solid thing, so it’s easy to rotate it around and so on in the slicer program.

“Blender Guru” is a really well done Blender tutorial channel, but he also covers a lot of things I don’t really need. Early on, I learned a lot from the “tutor4u” channel.

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3 points

As someone who also prints with resin, let me tell you that a decent mesh is crucial for bigger pieces that you need to make hollow. More often than not, objects are an amalgamation of smaller things cobbled together, but without vertices connecting them. When you try to hollow such a piece, it won’t work “the right way”, so you can end up with hollowed pieces that have no holes and will leak, break or fail somehow after fully printed.

Years ago, I also had to deal with an object that had some 50k loose vertices, invisible to the naked eye because they didn’t make any edges or faces, but chitubox sliced as if it had a million faces covering the entire build plate.

Another thing I do, mostly to help with stopping chitubox from crashing, is reducing the face count of models (Modifiers -> Decimate). Yes, 4 million faces, lots of detail, etc etc, but if it’s a 32-40mm tall mini, it’s extremely unlikely you’ll notice any differences between that original and a version with ~600k faces, both printed together.

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3 points

Thank you :)

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3 points

Wholeheartedly agree! Nomad Sculpt ^(yo-ho!) via tablet & stylus is a great addition to this notion, and makes for far better modulation in post than creating in zBrush (multiple parts v. inseparable object).

What sort of resin printing do you do, and what part of the world, if you don’t mind me asking?

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