I've watched a few dozen of these. This was the most useful to me. Thanks! I know about "poles" from physics, math, and electrical engineering. I have gotten an intuition for what it means in this context, but can anyone tell me the definition everyone in modeling topology is working from?
Merci pour le reminder, justement je m'entrainait à faire des quads fills sur des cylindres, c'est chiant ^^ hahaha même avec les booléan de Zbrush ont pas moyen de les discipliné en quads, c'est tellement plus simple de rajouté du détail quand les low poly sont bien modélisé de base, surtout pour les textures sous Substance.
It keeps geometry of the modified mesh following the curve of the desired shape, instead of becoming distorted or flattened. Try following the tutorial without creating the second cylinder and you'll immediately see why you need to use shrinkwrap for this method.
As maxleveladventures already explained, this technique works to provide what is called a guide mesh. you can use this also with other meshes you want to change without changing the alignment to that surface, eg. in car modelling. Often you use high poly guide mesh for low poly modelling on top, so that you can control topology easily while still having the detailed original surface alignment, similar to classic retopology. At the end you can use subsurface to go to the original density if required.
Bonjour, Merci pour cette très claire vidéo mais je n'ai pu refaire le tutoriel que sur la 3.5. Sur la 3.6 je n'ai pas trouvé les Loop tools. Où sont-ils passés? Peut-on les installer ? Merci d'avance de m'éclairer sur cet irritant problème.
Is this topology necessary for videogame assets? Particularly the extra edgeloops on the cylinder's round surfaces. What if I don't need the bevel, should I worry about joining the two cylinders or just leave them seperate?
For games you should use the least ammount of edges and faces. You can delete any edge loops, that does not change the shape. (Using extra loops to get an even face distribution is only needed when the model goes to sculpting. If not, no extra loop are needed.) You can simply push a cylinder inside the other, and also delete the faces which are inside the cylinder so are not visible. In this case the intersection will look sharp and not not realistic, but if it's a small asset, or the game visuals are like that, than it's ok. Also game engines use triangles in rendering, so it's more ok to use triangles, even poke the circles. It won't be subdivided later, so no problem. But if it's a character, that will be animated, than a quad topology is better. Well, if the result looks ok in the game, than it's good. :)
Yes, game is different, it has to run in real time, and the memory is limited also. There is a triangle limit for the assets, no subdiv, sculpting details are baked into normal map. Still, if you need a bevel where the cylinders meet, this is the way. :)
Even if today game engine are permissive you should always keep a minimal amount of polygone, it's more easy to texture and also to crush, destroy and deforme, with less polygone you can litteraly make complex scene in Blender geometry node for example, it make every kind of impressive action possible, Less , is more !
Following this tutorial but, regardless of the shrink wrap, after using loop tools > circle, it's clearly not actually totally flat. Any reason for this? Looking at your mesh, the shading seems like it isn't properly flat too, or am I seeing things? Is this just some slight inaccuracies that need to be accepted with this method?
Actually thinking about it, I presume this is because the object that is being shrink wrapped obviously isn't perfectly smooth. I guess using a very high vertices cylinder is the only way to get close to perfectly smooth. I'll give that a go as can delete after applying the modifier later anyway. Going to try 10000 verts 😅
Actually no that didn't seem to make much difference -_- Any idea where I'm going wrong? Cylinders are definitely alligned! (Edit: Actually it's obviously becaused although verts are perfectly aligned, the lines connecting them obviously can't bend arround the mesh. Seems to work well enough in the end though so all good 👍
@@artistpainting Oh! You mean the creator of the Blender logo? That's probably just done in compositing. That's how I would do it. No point in going 3D just for that.
Simple, informative with little bit of humor, that's how I like my guides, Thanks Bob!
You're fighting the good fight, Blender Bob!
i just love you blender bob! thanks for make things easier for us!
Much thanks for this, it's just what I needed to be able to model a fire hydrant!
I'd do pushups all day long instead of getting fired and not learning from my mistakes. Appreciate the informative video!
Nice to have you back!
I love this channel. It has made my blender modelling skills better. 🔥🔥 I can do great topology now 😂😂😂
Thanks for sharing your knowledge with us! +1 sub, keep it up Bob.
Thank you amazing Video Keep going
This was quite useful 👍
That mic is terrific 😂😂❤
thanks.
Thanks alot
Wow - Subbed!
I'm in a 3rd world and on an island, I'm used to sound from chickens, cats and monkeys so this feels like home. 😁
I'm used to snowplow going all night to clean the street in winter...
Awesome! Thank you
excellent
I've watched a few dozen of these. This was the most useful to me. Thanks!
I know about "poles" from physics, math, and electrical engineering. I have gotten an intuition for what it means in this context, but can anyone tell me the definition everyone in modeling topology is working from?
Just a verte with many edges connected to it. Usually at top of a UV sphere.
Thank you very much!!!!
Thanks :)
Thanks bro
Now I know why I'm so bad! Because I love pushups...😭
Merci pour le reminder, justement je m'entrainait à faire des quads fills sur des cylindres, c'est chiant ^^ hahaha même avec les booléan de Zbrush ont pas moyen de les discipliné en quads, c'est tellement plus simple de rajouté du détail quand les low poly sont bien modélisé de base, surtout pour les textures sous Substance.
Je vais enfin pouvoir subdivisé des sol circulaire pour faire des îles volante avec des cascades d'eau.
Thank you!!!!!!!!!!!!!!!!!!!!!!!!!!!
What's the point of shrinkwrapping the original cylinder?
It keeps geometry of the modified mesh following the curve of the desired shape, instead of becoming distorted or flattened. Try following the tutorial without creating the second cylinder and you'll immediately see why you need to use shrinkwrap for this method.
As maxleveladventures already explained, this technique works to provide what is called a guide mesh. you can use this also with other meshes you want to change without changing the alignment to that surface, eg. in car modelling. Often you use high poly guide mesh for low poly modelling on top, so that you can control topology easily while still having the detailed original surface alignment, similar to classic retopology. At the end you can use subsurface to go to the original density if required.
Like the other said. But if you know you may heavily sculpt it later you can skip that part. Still going to work
Bonjour, Merci pour cette très claire vidéo mais je n'ai pu refaire le tutoriel que sur la 3.5. Sur la 3.6 je n'ai pas trouvé les Loop tools. Où sont-ils passés? Peut-on les installer ? Merci d'avance de m'éclairer sur cet irritant problème.
Il n’est plus dans la liste des addons? Peut-être qu’il n’est simplement pas à ON…
@@BlenderBob Merci pour la réponse, en fait je l'ai trouvé. J'avais mal orthographié Looptools. Bonne journée.
Is this topology necessary for videogame assets? Particularly the extra edgeloops on the cylinder's round surfaces. What if I don't need the bevel, should I worry about joining the two cylinders or just leave them seperate?
For games you should use the least ammount of edges and faces. You can delete any edge loops, that does not change the shape. (Using extra loops to get an even face distribution is only needed when the model goes to sculpting. If not, no extra loop are needed.) You can simply push a cylinder inside the other, and also delete the faces which are inside the cylinder so are not visible. In this case the intersection will look sharp and not not realistic, but if it's a small asset, or the game visuals are like that, than it's ok. Also game engines use triangles in rendering, so it's more ok to use triangles, even poke the circles. It won't be subdivided later, so no problem. But if it's a character, that will be animated, than a quad topology is better.
Well, if the result looks ok in the game, than it's good. :)
All that imrrgpap said. Blender Bob is about working in VFX. :-)
Yes, game is different, it has to run in real time, and the memory is limited also. There is a triangle limit for the assets, no subdiv, sculpting details are baked into normal map. Still, if you need a bevel where the cylinders meet, this is the way. :)
Even if today game engine are permissive you should always keep a minimal amount of polygone, it's more easy to texture and also to crush, destroy and deforme, with less polygone you can litteraly make complex scene in Blender geometry node for example, it make every kind of impressive action possible, Less , is more !
Following this tutorial but, regardless of the shrink wrap, after using loop tools > circle, it's clearly not actually totally flat. Any reason for this?
Looking at your mesh, the shading seems like it isn't properly flat too, or am I seeing things?
Is this just some slight inaccuracies that need to be accepted with this method?
Actually thinking about it, I presume this is because the object that is being shrink wrapped obviously isn't perfectly smooth. I guess using a very high vertices cylinder is the only way to get close to perfectly smooth. I'll give that a go as can delete after applying the modifier later anyway. Going to try 10000 verts 😅
Actually no that didn't seem to make much difference -_- Any idea where I'm going wrong? Cylinders are definitely alligned! (Edit: Actually it's obviously becaused although verts are perfectly aligned, the lines connecting them obviously can't bend arround the mesh. Seems to work well enough in the end though so all good 👍
I explain in the clip that the circle tool has an option to keep it flat or keep the cylinder shape. :-)
@@BlenderBob I wasn't talking about the 'flatten' parameter if that's what you mean?
Yeah that’s what I meant. Hard to diagnose without the file.
Cleeeeeeeeeeeeaaaaaaaaaaaaaannnnnnnnnnnnnnnn. 🤤
Pushups incoming ... why not inset *before* Loop-Tools > Circle, etc?
Because you would need to di circle twice.
Hi Robert. Could you make a video tutorial - animation of light in logo blender in movies from blender studio (intro) ?
Huh?
@@BlenderBob I'm sorry, but I don't understand the term. Yes, I like how you make videos
@@artistpainting Oh! You mean the creator of the Blender logo? That's probably just done in compositing. That's how I would do it. No point in going 3D just for that.
😮
Its not working the same way with torus and cylinder.
Why not?
*promo sm*
Just a repetition from other tutorials.
Which one?
Fuck topology, custom normals rules) *cutting triangles EVERYWHERE* Muhahaha