NGONS or QUADS: What Actually Matters?

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  • Опубліковано 5 січ 2025

КОМЕНТАРІ • 46

  • @Achelon
    @Achelon Рік тому +10

    I think there's one more place where you need quad topology. Portfolio pieces for game companies :D

    • @JoshGambrell
      @JoshGambrell  Рік тому +4

      Running a wireframe overlay is definitely useful, but game assets won't always need to be quads.

    • @Achelon
      @Achelon Рік тому +3

      @@JoshGambrell yeah, but there happens to be some quad-polices at places

    • @DouyeWilliams2696
      @DouyeWilliams2696 Рік тому

      Game models are always triangulated at the end, whether quads or N-gons. For shapes that deform, in any form of 3d, quads is the best, but if it's static, as long as my shading is correct then any can go(N-gons or quads) which would be still triangulated

    • @Achelon
      @Achelon Рік тому +2

      @@DouyeWilliams2696 Yeah, but thats not the problem :D

  • @Dina_tankar_mina_ord
    @Dina_tankar_mina_ord Рік тому +1

    My how far you have come in terms och professional production value in you instruction videos. Remember enjoying your tuts some years ago and comparing the way they have evolved is awesome. Great info as usual and and I wish you continued success. BTW I asked Ryuurui if he knew about the new sdv volume node. He didn't but its a way to boolean meta-shapes in a more intricate way. you should check it out.

    • @JoshGambrell
      @JoshGambrell  Рік тому +1

      Interesting, will do. Thanks for the continued support bro!

  • @chadibaytamouni3503
    @chadibaytamouni3503 Рік тому

    Can we use the NGon workflow for 3d printing?

  • @phamthohongduong
    @phamthohongduong Рік тому

    Which books would your recommend to read to learn more about "Mathematics in Graph theory"? UA-cam channels are ok too, pref actually. Thanks

  • @noecarrillo6286
    @noecarrillo6286 Рік тому

    Great advice, it will be appreciated and put to use...

  • @minementalx
    @minementalx Рік тому +2

    I havn't done game stuff for a long time, but game engines work with triangles at the end anyway? My stance would be: Learn to quad first, break the "rules" later.

    • @JoshGambrell
      @JoshGambrell  Рік тому

      Disagree, but if it works for you go for it.

  • @JustinHudechek
    @JustinHudechek Рік тому +2

    As a newer 3d modeler this video gives me some major Relief working through my models. Love the channel, thanks for all the expertise! Also you guys beginners corse us top notch!

  • @simonzhang3D
    @simonzhang3D Рік тому +1

    Just a quick question. Do you and Ryu actually work for industry client? Concept art or game art. I am absolutely not denying your guys skill and i learn a lot following you two, but i am just curious if you have the experience in that field other than in a content creation envirornment.

  • @MarinusMakesStuff
    @MarinusMakesStuff Рік тому

    Good video, I've never cared for making the geometry correct for rendering. I need it to be good for 3D printing and some other secret sauce. I'm all about the triangle meshes.

  • @Aimarru03
    @Aimarru03 Рік тому

    is it ok to ask? what keymap do you use on blender? and what is the easiest keymap to learn?

    • @JoshGambrell
      @JoshGambrell  Рік тому

      What keymap? Just the defaults.

    • @Aimarru03
      @Aimarru03 Рік тому

      hello uhmm, I saw in the keymap settings (new default keymap, .27 keymap and professional keymap) I used blenders years ago and I just picked up blender recently and the keymaps is different to years ago and I'm having a hard time learning because of it. Im sorry if this is not related to the video

  • @chomsky72
    @chomsky72 Рік тому

    Honestly, for concept art my meshes can be a mess. I just get it to a point where I can throw some light on the model and do a render. Photoshop does any cleaning or artifact fixes. For concepting sometimes you just have to do this stuff fast with little time for clean topology.

  • @tqracing
    @tqracing Рік тому +1

    It's more n-gons are only really useful for quick concepting and youtubers.

  • @UniflixmediaChannel
    @UniflixmediaChannel Рік тому

    Thank you! Great video!

  • @Anthony_Gutierrez
    @Anthony_Gutierrez Рік тому

    Thanks Josh!

  • @Mr_Steve3D
    @Mr_Steve3D Рік тому

    Thx again Josh.

  • @gordonbrinkmann
    @gordonbrinkmann Рік тому +1

    Thanks Josh for this video, I said it below another of your videos on this topic before - we need more people like you explaining that there are benefits from both, quads and ngons. Sure ngons can cause problems, but I'm tired of all these people on forums telling beginners they should always avoid ngons. Or beginners asking something like "how can I convert this mesh to all quads because I'm told I should always have quads". Some are even melting their brain on how to clean up the mesh when they have all quads but in one corner there is a triangle for example and they don't know what to do with it. Of course in some cases it is easy to change something to quad topology and maybe rightfully needed. But I don't want to know how many people are stuck in their modeling process because they want to get rid of ngons, don't know how and wait for users on forums to help them out while they could simply keep on modeling.

    • @JoshGambrell
      @JoshGambrell  Рік тому +2

      I just want people to use the best resources possible instead of stressing over arbitrary rules. They'll get a lot more results this way.

  • @najhonbanjon
    @najhonbanjon Рік тому +1

    thanc josh

  • @kenw8875
    @kenw8875 Рік тому +1

    great instruction Josh. pragmatic, software agnostic, and context-centric artistic guidance. we absolutely love ngons and tris, b/c we chase flow and near-unity for model shading and design intent. by the way, we refer to quads now as “4gons”. #stayhard #blender #plasticity #fusion360 🤘

  • @kevinm3751
    @kevinm3751 Рік тому +1

    Spot on Josh and thank you for saying the quiet part out loud! While perfect quad results are best it is not the end all be all of a model! We really need to put focus on uniformity where possible but its not the end of the world if that cant be achieved!

  • @lockpickingmen
    @lockpickingmen Рік тому

    In the distant future do you plan to make Plasticity videos?

  • @ahmedmosaad3701
    @ahmedmosaad3701 Рік тому

    hi bro, I learned more and more from shape camp but I have a big issue I cant model cute robots like among us but I failed could you please make a tutorial teach us how to model among us character

  • @greyareaRK1
    @greyareaRK1 Рік тому +1

    Interesting. I'm a elder modeler who used subDs almost exclusively after they arrived. Just looking to get back into it and surveying the lay the of the land, as it were.

  • @mrsboredom-a
    @mrsboredom-a Рік тому +1

    oh my god am still learning basics i can't wait to study hard surface modeling 😒😒

  • @Ayogenius67
    @Ayogenius67 Рік тому

    Blender bro maybe make some course about teaching quads

  • @milk_yt
    @milk_yt Рік тому

    Whoever said quads are better for games has never played a game in life and doesn't understand do minimum of game optimization.

  • @mobubbler
    @mobubbler Рік тому

    I personally use a mix of quads and tris. I don’t like sub d very much because it gives you alot of unnecessary tris that don’t matter for the shape. I try to get all of my work as low poly as possible while still looking good so sub d has too much topology for me. I may use sub d as a base but i never rely on it. I found myself using booleans a decent amount lately too but I always fix the ngons because i want control of where blender decides to put the triangles. When every tri counts you need to use them to have good shading.

  • @HolidayMaker
    @HolidayMaker Рік тому +1

    now I know why Star Citizen is so badly optimized, it's all n-gons :)

  • @coder-uy4hg
    @coder-uy4hg Рік тому

    just triangulate ur models as 3d game engine programmer i can tell u every 3d graphics API such as opengl directx vulkan work with triangls no matter you had quad or ngons every software had to convert them back to triangle so they can load a model . 3d API only know 3 thing a point ,a line, triangle . every other shape is just combination of triangle .base form of every 3d model is triangle .There is no quad in opengl blender just hide triangle and show line as quads .
    Conclusion no matter ur model had quad or ngons every software needs to turn back them in triangles without triangles API wont render

  • @CaioTrinchinato
    @CaioTrinchinato Рік тому

    The quad police never stops LoL