My man, I love this content. Straight to the point, quick and simple instructions without dragging on. I love it. I also really appreciate that you did it on a curved face rather than a flat one, it really demonstrates the clean topology. Keep these videos coming, I'll make sure to keep following your tips! 💯💯
Great video! It would be really helpful if you could make a tutorial about using booleans on a cylinder and how you go about topology and fixing pinching.
I got a load out of this tutorial, but I have a question please: What is the benefit of creating the holding lines in this method for interior corners 8:11 (with the three points of contact?) Is it primarily to keep edge flow contained in this area so it surrounds the shape? What is the reason not to just triple hold it with edge loops as you did for the initial panels? I understand that you can vary the radius of the corners this way, but what other reasons are there please? Thanks!
Thank you for the tutorial, I am quite new to 3d modeling, I've a question about even topology distribution, what is the general approach to that matter? As you have added a new edge in 07:40, should you in that case remove and add all other edges again to have even sized quads? Or is it ok to have more detailed areas where it is needed? As sometimes I see a model with barely any quads and then in some areas a lot of very small quads, in overall it doesn't affects the final look but I got the impression that it isn't the more "professional" modeling way..? Thanks in advance if anyone answers. Stay healthy and safe.
When working with Sub-D models, having an even distribution of edges/quads is ideal to get the best result when subdividing. However, you will need areas that have denser polygons then others depending on the detail, I call that "localizing topology". I cover that in detail here, hope this helps: ua-cam.com/video/rwW6HpOcAuw/v-deo.html
@@OnMars3D Thank you so much for the reply, I watched that video before asking, and some other on that topic, but I'm still a little confused, I guess this is something you aquire in the process of exercising..
The new Macbook pro M1 will be suitable enough to run 3D Animation software (that are compatible on Mac OS). It has really good CPU with 8-cores (new M1 Chip), 8GB of Ram, and a decent integrated GPU. Keep in mind the M1 chip is new and made directly from Apple so it's not made by Intel/AMD, so software will need time to get fully optimized for the new M1 chip. Also, the integrated GPU has solid performance but you are unable to connect an external GPU. If you already have it, you will be fine!
I agree, they can be challenging! Hopefully some of my videos have helped with your issues. I cover how to deal with bad/lumpy surfaces in a few videos.
Man ! You are teaching us the real modelling. Even after the fact you can actually charge for this. Thanks a lot. 😊
Also Yes we would definitely like to see how to make it a low game asset.
Happy to help! Always glad to share what I can with people looking to learn.
Feeling like watching Arrimus 3D in Maya version 🔥🔥🔥
Thanks! I'm a big fan or Arrimus 3D as well, so that's a nice compliment!
@@OnMars3D me too big bro !!!
And may be becoming your fan too
My man, I love this content. Straight to the point, quick and simple instructions without dragging on. I love it. I also really appreciate that you did it on a curved face rather than a flat one, it really demonstrates the clean topology. Keep these videos coming, I'll make sure to keep following your tips! 💯💯
Thank you, more to come!
It works, it’s been like a two days, I tried it on the curved surface and I was amazed🔥🔥🔥
Glad to hear it!
You definitely deserve more views!!
Love from Bangladesh 🇧🇩🇧🇩🇧🇩
Solid topology tip, thank you!
Glad it was helpful!
Great video! It would be really helpful if you could make a tutorial about using booleans on a cylinder and how you go about topology and fixing pinching.
I did one recently, like this: ua-cam.com/video/3PY262onbRw/v-deo.html
I got a load out of this tutorial, but I have a question please:
What is the benefit of creating the holding lines in this method for interior corners 8:11 (with the three points of contact?) Is it primarily to keep edge flow contained in this area so it surrounds the shape? What is the reason not to just triple hold it with edge loops as you did for the initial panels? I understand that you can vary the radius of the corners this way, but what other reasons are there please? Thanks!
thanks for this tutorial I like the technique your using to reach your Goal , But if you have curved corner instead?
thanks again .
Great technique keep sharing knowledge I appreciate thank you
Thank you, I will :)
amazing , thank you so much
I love this. Thank you. Making a robot model right now. I am still getting a slight line/pinching going down though, which is unfortunate.
This is so helpful. Thank you.
Glad it was helpful!
Great Tutorial! thank u so much...
Glad it was helpful!
Awesome Content!
Thank you for the tutorial, I am quite new to 3d modeling, I've a question about even topology distribution, what is the general approach to that matter? As you have added a new edge in 07:40, should you in that case remove and add all other edges again to have even sized quads?
Or is it ok to have more detailed areas where it is needed?
As sometimes I see a model with barely any quads and then in some areas a lot of very small quads, in overall it doesn't affects the final look but I got the impression that it isn't the more "professional" modeling way..?
Thanks in advance if anyone answers. Stay healthy and safe.
When working with Sub-D models, having an even distribution of edges/quads is ideal to get the best result when subdividing. However, you will need areas that have denser polygons then others depending on the detail, I call that "localizing topology". I cover that in detail here, hope this helps: ua-cam.com/video/rwW6HpOcAuw/v-deo.html
@@OnMars3D Thank you so much for the reply, I watched that video before asking, and some other on that topic, but I'm still a little confused, I guess this is something you aquire in the process of exercising..
Thanks it's helps me soo much
Glad you found it helpful!
Nice👍
Thank you you so much your effort, these videos are helping alot. can you make a video on mesh optimization for games also?
Will do, hoping to have that done soon!
Is macbook pro M1 suitable for this software. What's about the base model ?
The new Macbook pro M1 will be suitable enough to run 3D Animation software (that are compatible on Mac OS). It has really good CPU with 8-cores (new M1 Chip), 8GB of Ram, and a decent integrated GPU. Keep in mind the M1 chip is new and made directly from Apple so it's not made by Intel/AMD, so software will need time to get fully optimized for the new M1 chip. Also, the integrated GPU has solid performance but you are unable to connect an external GPU.
If you already have it, you will be fine!
Thank you your share
Mechs Im making one...
Really hard enforcing edges...
I end up having lumps on my mesh :'(
I agree, they can be challenging! Hopefully some of my videos have helped with your issues. I cover how to deal with bad/lumpy surfaces in a few videos.
Why not use bevel command?
You can bevel with Chamfer disabled. It will do the same thing, I just like using Multi-Cut :)