Hey guys! Ok like mentioned in the video, here are 3 key rules to remember when we talk topology. These rules will drive all others. - Keep big quads in the blockout stage even as you can -Keep even spread of edges even - Follow the highlights to set the flow Extra tip: Avoid redirections in early stages, especially if you´re new and just starting to learn topology basics.
man you talked me into joining a couple of your elementza masterclasses im 63 yrs old and been modelling forever but always wanted to do some hard surface modeling for something Ive been wanting to make but never knew where to start. thanks for the masterclasses cant wait to get started so I can start my dream project when I retire
The most hurtful thing is, that he's on UA-cam since 2015, teaching everyone industry-standard logic and workflows, which you can never find on UA-cam from somewhere else, and he's only has 81k subscribers. and he's still teaching. Wish you all the best Sir.
These videos are hard to find because he's not identifying and naming in the title or description the software he uses. I'm coming from the CAD/engineering world so my researching is very specific, but new users would never be able to identify the software he is using. My algorithm showed me these learning Blender. So I found him through blender, and not his own workflow on Maya. He's focusing his work in a broad and universal sense which is great because in engineering CAD is CAD is CAD, however engineering professionals want it clear where the principles are being applied whether it's Creo, Solidworks, or NX.
When would you localize topology, or terminate edges? I've been led to believe that you shouldn't have additional edges if you don't need them (like on coplanar faces), but a lot of these VFX models don't seem to follow that idea. They just run loopcuts through the whole model. Visually, it looks better, but does it have a practical benefit? Wouldn't it be easier to work on a model with less topology?
This is a good question. If you check the videos before this one, you may find your answer and see it's not really always the same case for all situations (Mortal Kombat mask examples) In addition, I have a full topology workshop on my site that covers your questions with detailed examples. Cheers
please can you make this as a playlist for new learners like me, serial wise so that we go thru all the videos to learn more from your channel, most seems so complicated for new guys. but after getting some topology thing maybe those other videos make sense for us.
Normally details and secondary shapes come after the primary forms are established. If they come first, then the workflow is different like in the video below. (Probably takes longer with more cleanup) ua-cam.com/video/Tt-ia0WNBdw/v-deo.htmlsi=I2i-JLL89yEH-U-c
i have question from long time and i couldnt find answer for , game assets always have Trigonal geometry !! what is the work flow of Trigonal geometry ?
I do all my modeling in C4D and damn I must say Mayas UI looks sooo clean. Do you think its worth making the switch or do you think C4D is good enough? Great video btw
Hi... I do CAD too almost on a daily basis, and both have their uses, so I def would not switch one for the other. In my opinion I think both workflows compliment each other very well. Only thing what matters is the use of the models. Based on the use then approach might change though. Hope this helps!
@@prymexxxx lol... yeah C4D I have not used in very long time so can´t really say. You can always try both, see which workflow or set of tools works best for you :)
you should add a complex example at the end after explaining using the simple examples. I feel like showing the techniques on a complex situation better illustrates the point
There is already a complex example of this in case you missed it. Mortal Kombat mask done at the very start that shows the practical aspect. EDIT: Small tip.. often many would rush in complex examples without mastering the simplistic ones. Instead try to create similar forms on your own, and see how many situations could you find and solve.
Hey guys! Ok like mentioned in the video, here are 3 key rules to remember when we talk topology. These rules will drive all others.
- Keep big quads in the blockout stage even as you can
-Keep even spread of edges even
- Follow the highlights to set the flow
Extra tip: Avoid redirections in early stages, especially if you´re new and just starting to learn topology basics.
man you talked me into joining a couple of your elementza masterclasses im 63 yrs old and been modelling forever but always wanted to do some hard surface modeling for something Ive been wanting to make but never knew where to start. thanks for the masterclasses cant wait to get started so I can start my dream project when I retire
Omg, finally I found channel with somebody who truly understands topology!
Thank you so so much!
A friend of mine, coming from Houdini is learning Maya and hardsurface modelling now, I keep forwarding these to him. :D
The most hurtful thing is, that he's on UA-cam since 2015, teaching everyone industry-standard logic and workflows, which you can never find on UA-cam from somewhere else, and he's only has 81k subscribers. and he's still teaching. Wish you all the best Sir.
These videos are hard to find because he's not identifying and naming in the title or description the software he uses. I'm coming from the CAD/engineering world so my researching is very specific, but new users would never be able to identify the software he is using. My algorithm showed me these learning Blender. So I found him through blender, and not his own workflow on Maya. He's focusing his work in a broad and universal sense which is great because in engineering CAD is CAD is CAD, however engineering professionals want it clear where the principles are being applied whether it's Creo, Solidworks, or NX.
this channel should have over milion sub always great content
Yeah, I struggled a lot with topology, since 10 years UA-cam never recommended this channel. His every single word has a logic.
This is brilliant! Mario you're the best!!! Thanks a lot
You're the best Mario! Greetings from Saudi Arabia.
your content is a gold mine, huge thank you!
Amazing❤ this video will be good revision for me before bed
My reference channel in some hard surface tips and topology tricks, Best one
Thank you. Very helpful.
A lot useful content by my favorite modeler, in short time, thanks goddamn.
Your tutorial is very important for me
this is super helpful. thanks
i am really loving your video it helping me a lot hey i just want to ask can you share some cylinder mesh topology tutorial
Yes there is already one on my channel and we'll cover something similar in the next one :)
When would you localize topology, or terminate edges? I've been led to believe that you shouldn't have additional edges if you don't need them (like on coplanar faces), but a lot of these VFX models don't seem to follow that idea. They just run loopcuts through the whole model.
Visually, it looks better, but does it have a practical benefit? Wouldn't it be easier to work on a model with less topology?
This is a good question. If you check the videos before this one, you may find your answer and see it's not really always the same case for all situations (Mortal Kombat mask examples)
In addition, I have a full topology workshop on my site that covers your questions with detailed examples.
Cheers
please can you make this as a playlist for new learners like me, serial wise so that we go thru all the videos to learn more from your channel, most seems so complicated for new guys. but after getting some topology thing maybe those other videos make sense for us.
if you make insert in your shape before, how you can distribute your even quad to your topology
Normally details and secondary shapes come after the primary forms are established.
If they come first, then the workflow is different like in the video below.
(Probably takes longer with more cleanup)
ua-cam.com/video/Tt-ia0WNBdw/v-deo.htmlsi=I2i-JLL89yEH-U-c
thank u
i have question from long time and i couldnt find answer for , game assets always have Trigonal geometry !! what is the work flow of Trigonal geometry ?
Yes this is a different approach and workflow from how would you do game assets. Workflow here is used mainly in vfx, film or in high poly assets.
Great
I do all my modeling in C4D and damn I must say Mayas UI looks sooo clean. Do you think its worth making the switch or do you think C4D is good enough? Great video btw
Hi... I do CAD too almost on a daily basis, and both have their uses, so I def would not switch one for the other. In my opinion I think both workflows compliment each other very well. Only thing what matters is the use of the models. Based on the use then approach might change though.
Hope this helps!
@@Elementza I think you missread 😅I meant Cinema4D not CAD!
@@prymexxxx lol... yeah C4D I have not used in very long time so can´t really say. You can always try both, see which workflow or set of tools works best for you :)
yeah i first watched you when you were doing c4d modeling tutorials. ill check maya out. @@Elementza
Which artists use excellent topology in their 3D models? 😊
Elementza, JL, On Mars 3D
you should add a complex example at the end after explaining using the simple examples. I feel like showing the techniques on a complex situation better illustrates the point
There is already a complex example of this in case you missed it. Mortal Kombat mask done at the very start that shows the practical aspect.
EDIT: Small tip.. often many would rush in complex examples without mastering the simplistic ones. Instead try to create similar forms on your own, and see how many situations could you find and solve.