What I learned from school was that n-gons and triangles must be avoided at any cost. It's just amazing that I have found your tutorial. Thank you for making great tutorials.
Hey, I've recently gotten into C4d, and over the past few months I've done countless tutorials and watched endless hours of videos, but how come I find your channel just now,. You have literally covered everything needed to become sufficient at the program. I watched all your videos- even the basic ones again because you pay such great attention to detail. Your channel is soooooooo underrated its crazy. Anyway- please keep posting and never stop.
You're just amazing Your videos and explanations everything is so easy and simple Thanks a lot for all these I saved your most of the videos on UA-cam You're a great teacher for beginners
So, could you make this video again, but put the triangles in a place that makes sense for them to be? Where you had the triangles in this example was just bad structure, wasted polygons for no apparent reason. For this example, I'm not sure why you would have the middle line there dividing the two larger triangles. Definitely agree that you have to put extra geometry where the model is going to bend, and design it in an intelligent way. Oh, my god! The topology on that last one is just a mess! This seems less about triangles vs quads and more about clean topology vs messy topology. Otherwise this was a pretty good video.
I though you have to always stay away from ngons but you made it clear that if you get the results and if it is not causing any deformation then you could go for ngons or tris One question though will ngons cause difficulty in texturing or materials
Is this correct though? It looks like you're not creating bad examples by triangulating, but by creating new geometry in the SDS. At 4:55 you triangulate correctly by splitting a quad in half, so you don't notice any misbehavior when deforming this mesh. You haven't done this for the first example; instead you created new geometry, and that's why the SDS behaved this way.
I can tell you this. There is a lot of tutorials online. I covered few topics as well. But watching tutorials in reality covers only small percentage of understanding. Just model something, make mistakes, learn from these mistakes, move on. Rinse and repeat. Repetition forms experience, the more experience you have, comes better understanding on how things work. :) Hope this makes sense. Cheers!
then it just needs to be manifold. but if you print something you should really use CAD for these things or import into CAD, restructure there with lines, splines etc. and export as .stl.
What I learned from school was that n-gons and triangles must be avoided at any cost. It's just amazing that I have found your tutorial. Thank you for making great tutorials.
Hey, I've recently gotten into C4d, and over the past few months I've done countless tutorials and watched endless hours of videos, but how come I find your channel just now,. You have literally covered everything needed to become sufficient at the program. I watched all your videos- even the basic ones again because you pay such great attention to detail. Your channel is soooooooo underrated its crazy. Anyway- please keep posting and never stop.
That is really kind of you Aleksandrs! Happy to hear you got something out of it all!
really. I feel the same. I have learned scattered so far. This is so organized and detailed. I should have started from you :)
You're just amazing
Your videos and explanations everything is so easy and simple
Thanks a lot for all these
I saved your most of the videos on UA-cam
You're a great teacher for beginners
So, could you make this video again, but put the triangles in a place that makes sense for them to be? Where you had the triangles in this example was just bad structure, wasted polygons for no apparent reason. For this example, I'm not sure why you would have the middle line there dividing the two larger triangles.
Definitely agree that you have to put extra geometry where the model is going to bend, and design it in an intelligent way.
Oh, my god! The topology on that last one is just a mess! This seems less about triangles vs quads and more about clean topology vs messy topology. Otherwise this was a pretty good video.
perfectly and simply explained, great !! thanks a lot
Thank you so much, I’ve been struggling with this a lot
I though you have to always stay away from ngons but you made it clear that if you get the results and if it is not causing any deformation then you could go for ngons or tris
One question though will ngons cause difficulty in texturing or materials
TechMax If uvs are set properly no
Excellent explanation. Thanks for making this video.
Is this correct though?
It looks like you're not creating bad examples by triangulating, but by creating new geometry in the SDS. At 4:55 you triangulate correctly by splitting a quad in half, so you don't notice any misbehavior when deforming this mesh. You haven't done this for the first example; instead you created new geometry, and that's why the SDS behaved this way.
Elementza, any advice to keep understanding 3d topology.
I can tell you this. There is a lot of tutorials online. I covered few topics as well. But watching tutorials in reality covers only small percentage of understanding. Just model something, make mistakes, learn from these mistakes, move on. Rinse and repeat. Repetition forms experience, the more experience you have, comes better understanding on how things work. :) Hope this makes sense.
Cheers!
This is very good .. keep on doing what you r doing ^_^
you rock man!!
Thank you sir
great epiode
is not correct. also face topology have important n gons. the last slide is not correct
great
sooo.... Why even use Tri's or N-gons, at all?! Why not just always use quads? Triangles and N-gons seem like a total mess!
You select faster an ngon capping a cylinder with face/polygon select
What if you wanna 3D print something and the object has Ngons or triangles?
then it just needs to be manifold. but if you print something you should really use CAD for these things or import into CAD, restructure there with lines, splines etc. and export as .stl.