Again, you are a beast when it comes to clean topology with very complex hard surface forms. So so good! I'd like to invest my time in developing such skills for neat topology, but I'm curious how will that translate in a production pipeline, is it more valuable to maintain such a technique for game assets, and other productions? Thank you again for making us all inspired! Keep it up!
You can get fairly similar results to this with a mid poly workflow that is (sadly very slowly) become quite common place. Baking stuff down means texture sets , more texture sets is not very scaleable so for bigger games you would definitely go with a mid poly workflow where hundreds of assets of many different sizes might be needed. Cyberpunk is a good recent example as well as Star Citizen. Unique bakes still are commonplace but midpoly + weighted normals is a very fun and flexible workflow that everyone should try at least once.
@@Keilnoth Mid poly involves using a 'medium' amount of geometry , single chamfers where a hard edge would normally be on a lowpoly model details like trim sheets and mesh decals to add detail without baking things uniquely. If you'd like extensive information I would look into the workflow of Star Citizen and Cyberpunk 2077, pretty much most of the assets are using this workflow because baking everything uniquely would take far too much time. Mid-poly requires some tech support but it is infinitely scaleable, a good example of a use for mid poly is vehicles. A car could be baked down frrom high to low, but what if you have a massive dump truck? what do you do to retain the texture resultion? add more and more textures sets? this is where mid-poly comes in to save the day.
I watched the video, but I'm wondering if it's okay to leave it as sharp-edged like at 24:17. When viewed in Mode 3, it appears rounded, but in reality, it's a sharp-edged square. Does it not matter since it's rendered with Mode 3? I'm a bit confused.
Hey saw u use this marking menu for edge loop , edge flow 23:41 a few times in different videos at 23:41 but cant find the shortcut, is it a custom one?
@@rajendrameena150 In first 15 seconds of the video was said... The object was done first in CAD, and I needed an organic SubD version of it. The desired result created the purpose. Booleans result in one design language, organic Sub D the other. I needed both. To quote your saying: " we should be aware of why we are doing things."
Mario is always killing it in every video.
Thanks a lot for sharing as always ♥️
Very helpful stuff. Glad info like this is available for free.
Again, you are a beast when it comes to clean topology with very complex hard surface forms. So so good! I'd like to invest my time in developing such skills for neat topology, but I'm curious how will that translate in a production pipeline, is it more valuable to maintain such a technique for game assets, and other productions? Thank you again for making us all inspired! Keep it up!
Hey thanks... yeah you can use it in any pipeline, game, vfx, film... only difference for game, you´ll need to make a low poly version of the model.
You can get fairly similar results to this with a mid poly workflow that is (sadly very slowly) become quite common place. Baking stuff down means texture sets , more texture sets is not very scaleable so for bigger games you would definitely go with a mid poly workflow where hundreds of assets of many different sizes might be needed. Cyberpunk is a good recent example as well as Star Citizen. Unique bakes still are commonplace but midpoly + weighted normals is a very fun and flexible workflow that everyone should try at least once.
@@AlexTsekotCan you extend a bit on what you mean by mid-poly or what will be the difference vs low-poly and high-poly?
@@Keilnoth Mid poly involves using a 'medium' amount of geometry , single chamfers where a hard edge would normally be on a lowpoly model details like trim sheets and mesh decals to add detail without baking things uniquely. If you'd like extensive information I would look into the workflow of Star Citizen and Cyberpunk 2077, pretty much most of the assets are using this workflow because baking everything uniquely would take far too much time. Mid-poly requires some tech support but it is infinitely scaleable, a good example of a use for mid poly is vehicles. A car could be baked down frrom high to low, but what if you have a massive dump truck? what do you do to retain the texture resultion? add more and more textures sets? this is where mid-poly comes in to save the day.
your work with subdiv is like watching an asmr video
Thanks for your amazing tutorials.
I really appreciate your videos sir ❤
The knowledge you have about 3D is phenomenal ✨
Hard surface God 🙏🏼💯
the topology god
I watched the video, but I'm wondering if it's okay to leave it as sharp-edged like at 24:17. When viewed in Mode 3, it appears rounded, but in reality, it's a sharp-edged square. Does it not matter since it's rendered with Mode 3? I'm a bit confused.
Love this topology tutorials 🤩, thank you
Bro howw, you are helping me more than my college
it's amazing how effortless you make it look because of your skill, when I try I'm just confused on steps I need to take.
Think of it like a video game, the more you play, the better you'll become
Thank you so much sir the amazing tutorial
Excellent video, learning so much, BUT... That music! Who is that at the six minute mark????
Amazing work!! as always
Perfect Like always.
Cool! Thanks!
Hey saw u use this marking menu for edge loop , edge flow 23:41 a few times in different videos at 23:41 but cant find the shortcut, is it a custom one?
No all built in. Here you go ua-cam.com/video/dVGEz8OVq0g/v-deo.htmlsi=MJyZchfp43Mfw84x
Hey man, would it be wiser for me to take Maya or Cinema4D courses? I don't have much money so I need to make a good choice :))
very oldschool.
India ❤❤
hey can you tell me shortkeys of tools
Here you go
ua-cam.com/video/e4gjmFHs8m0/v-deo.html
6:54
11:42
Your using any reference? Or not
Just the base cad blockout, but I highly recommend using reference where possible
Super Mario :))
👏
👏
Topology is a time waste if you are not going for any deformation or physics on it, that is what we do 90% of the time.
Nothing is a time waste that is done with purpose for a purpose.
@@Elementza there are hundreds of things that can give you purpose but not any result and we should be aware of why we are doing things.
@@rajendrameena150 In first 15 seconds of the video was said...
The object was done first in CAD, and I needed an organic SubD version of it.
The desired result created the purpose.
Booleans result in one design language, organic Sub D the other. I needed both.
To quote your saying:
" we should be aware of why we are doing things."
Cant stop praising your work!!! wow Legend!! 🤍🤍🤍
Hey thanks... glad it was of use!