Change Your Understanding of Topology In Six Minutes

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  • Опубліковано 21 тра 2024
  • A good understanding of topology is a vital skill that every VFX artist should have in their arsenal. In this video, I'll break down a quick and simple method to change the edge count of any topology. Once you know how to connect an odd and an even number of faces, you can create clean topology for any mesh.
    Get access to exclusive materials, assets, and tutorials on my Patreon - / decoded
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    Or on Twitter here - / decodedvfx

КОМЕНТАРІ • 1,4 тис.

  • @DECODEDVFX
    @DECODEDVFX  Рік тому +96

    I finally made a follow-up to this video. You can watch is here - ua-cam.com/video/m8JkR6tI_q4/v-deo.html

    • @engelbrecht777
      @engelbrecht777 Рік тому +1

      ... and a better mic ;-) thank you for your tutorials!

  • @blenderguru
    @blenderguru 4 роки тому +3219

    Brilliant demonstration! Thanks

  • @buxtehude578
    @buxtehude578 4 роки тому +1371

    Decoded: "Once you can do that, you can do anything."
    Me: "Hold my beer, gonna start a restaurant now."

    • @DanWandin
      @DanWandin 4 роки тому +140

      Gonna be hilarious if in 10 years from now you're running a restaurant and you're interviewed by local news, you will have to say "Well it all began when I saw a tutorial on fixing topology in Blender"

    • @buxtehude578
      @buxtehude578 4 роки тому +32

      @@DanWandin If this happens, I hope I will remember :)

    • @dannymo4390
      @dannymo4390 4 роки тому +11

      @@buxtehude578 good luck on that restaurant :D

    • @RPserge
      @RPserge 4 роки тому +34

      @@dannymo4390 ...he will use blender every day in the restaurant...

    • @goobus_floobus
      @goobus_floobus 4 роки тому +3

      @@RPserge hahaha

  • @Keavon
    @Keavon 4 роки тому +986

    Tip: Use the "J" key to automatically connect two selected vertices by cutting through the surface with a new edge instead of using the knife tool (which can sometimes be inaccurate and create extra vertices).

    • @mm-hl7gh
      @mm-hl7gh 4 роки тому +12

      J does not cut through faces.. it only lays a disconnected edge on top and gives you very bad geometry

    • @Keavon
      @Keavon 4 роки тому +156

      @@mm-hl7gh That is not true, F does what you described. J cuts through the mesh surface and integrates the edge into the topology. It acts just like the knife tool between the two selected points, except it's safer because the knife tool sometimes gets subtly misaligned and creates two vertices where there should be one. Use J instead of the knife tool wherever you're doing simple cuts. Knife is good for cutting more complex shapes.

    • @hyperchango3902
      @hyperchango3902 4 роки тому +41

      @@mm-hl7gh you are mistaken, sir. Using J does create the necessary vertices in the intermediate faces between the selected points. It is the F key the one that creates the disconnected edge.

    • @joshuaanderson6609
      @joshuaanderson6609 4 роки тому +61

      Thanks! It's funny how often I randomly come across a comment like this that makes something I do all the time much easier.

    • @elfakyn
      @elfakyn 4 роки тому +7

      @@Keavon If the knife tool is inaccurate, adjust your view clip start and end. Clip start must not be too small. Clip end must not be too large. It's weird behavior but you can verify that it works with a simple plane.

  • @Foxyzier
    @Foxyzier 4 роки тому +1306

    Imagine modelling for several years now and find out about this :D

    • @Rune3D
      @Rune3D 4 роки тому +115

      Boi, I don't have to imagine.

    • @TheFlyJunky
      @TheFlyJunky 4 роки тому +30

      @@Rune3D you never learnt to model till now then...

    • @Roxar96
      @Roxar96 4 роки тому +40

      @@TheFlyJunky He could simply sculpt for years and keep being beginner in hardsurface bro

    • @TheFlyJunky
      @TheFlyJunky 4 роки тому +15

      thats like only learning to play guitar with a pick and never use your fingers..... beginners should go to blender guru and follow the damn doughnut tutorial... then we avoid this conversation

    • @argumengenichyperloquaciou4115
      @argumengenichyperloquaciou4115 4 роки тому +10

      SgtChilli I may forever stick to sculpting without learning how to properly give my model a hard surface...
      It could crack in the kiln if I mess up.

  • @Zephyroths
    @Zephyroths 4 роки тому +343

    I never knew understanding topology can be THAT MUCH of a game changer

    • @derekdjay
      @derekdjay 4 роки тому +21

      With how complicated it can get, you can say that topology IS the game

    • @odeca8121
      @odeca8121 4 роки тому

      Just learn how to use ngons , what he did can be done with same result and less headache.

    • @derekdjay
      @derekdjay 4 роки тому +47

      @@odeca8121 Not the same result. Triangles and n-gons aren't smooth-shaded the same as quads, also not animated the same and they mostly can't form loops. Quads and loops are the thing to use in all modeling.

    • @sp00k14
      @sp00k14 2 роки тому +3

      @@odeca8121 never use ngons

    • @ninja_tony
      @ninja_tony 2 роки тому +17

      @@odeca8121 Ngons are bad topology and should only be used very sparingly in isolated cases. They are not the solution.

  • @tetsuooshima832
    @tetsuooshima832 4 роки тому +538

    wow I wish someone has explained this to me like 10 years ago, I still do it kinda randomly nowadays (and avoid topology work as much as possible haha). I never properly learnt this technique because well, that knowledge was hard to find. But I talk too much lol thanks for that video it's great

    • @artsyomni
      @artsyomni 4 роки тому +14

      The ideas described in this video are good tools to have in your toolset, but it’s far from a one-size-fits-all solution to all topology problems. You need to be careful about introducing poles, as those affect shading and create convergence points or “pinches” in topology when subdivided.

    • @AdautoAraujo
      @AdautoAraujo 3 роки тому +3

      I’ve been looking for something like that since 2007...

  • @ingogud
    @ingogud 4 роки тому +93

    Been a CG generalist for 20+ years and had many of these individual methods vaguely in recesses of my brain somewhere, but this makes it all make sense finally! I´m a 100% sure that this video will end up on every CG teacher's must-view playlist for decades to come!

  • @DECODEDVFX
    @DECODEDVFX  4 роки тому +1811

    Wow. I almost deleted this video before uploading because I thought it was crap 🤣

    • @johndc7446
      @johndc7446 4 роки тому +154

      Thanks for sharing the knowledge man.

    • @syedrizvi6408
      @syedrizvi6408 4 роки тому +168

      DONT even think about deleting it.
      There are lot of people like me who started learning 3d less than a month ago. For me, its a life saver.
      Yesterday I was trying to put a round hole in a sphere, using similar method, but failed and then failed and failed again.
      Do make similar videos, specially putting a round hole in a sphere.
      I will appriciate similar videos, as they will save me later when I am stuck.

    • @bennjaminfurtado3837
      @bennjaminfurtado3837 4 роки тому +25

      This is extremely helpful I've looked up topology and this the best it's been explained. The only thing that would make it better is actually cleaning up a mesh with booleans and showing how you apply this.

    • @SianaGearz
      @SianaGearz 4 роки тому +6

      You know what, crap videos make for the best discussion grounds. If you ever feel like that again, take this into account, when you publish it, you might learn something you never bargained for.

    • @davidkyo1985
      @davidkyo1985 4 роки тому +1

      @@syedrizvi6408 Not sure if it's still an issue, but I recommend enabling the built-in LoopTools addon to make things simpler in that particular task you mention. You can select the quads on a UV sphere, use LoopTools to spherify it and you'll have converted the square quads into a circular set of faces. Perhaps not the most elegant solution but it gets the work done in 90% of cases.

  • @kristianutomotobing9719
    @kristianutomotobing9719 4 роки тому +497

    It's 3 AM, i don't use blender, I'm not a 3D artist.
    Why is this in my recommendation UA-cam?

    • @DECODEDVFX
      @DECODEDVFX  4 роки тому +161

      The real question is, what compelled you to click it?

    • @kristianutomotobing9719
      @kristianutomotobing9719 4 роки тому +51

      @@DECODEDVFX I was studying geography back in highschool and then you got the word topology.
      Also, the thumbnail are kinda unusual from tech ,gaming, and music channel I usually watch.

    • @smaller_cathedrals
      @smaller_cathedrals 4 роки тому +14

      @@kristianutomotobing9719... and there's your answer, you watch tech and gaming videos, hence this recommendation.

    • @Hinstea
      @Hinstea 4 роки тому +1

      @@kristianutomotobing9719 blender aint geography tools ? 😅😅😅🖕

    • @sobreaver
      @sobreaver 4 роки тому +1

      @@Hinstea I's a tool that uses geography =]

  • @yasinomidi7525
    @yasinomidi7525 4 роки тому +181

    Thanks, i really struggled with this and had a million loop cuts going everywhere, i knew there was a better way but i couldn't get it look nice in shade smooth or subdiv

    • @DECODEDVFX
      @DECODEDVFX  4 роки тому +20

      It's happened to all of us at one point!

    • @rathauslevel3357
      @rathauslevel3357 2 роки тому +9

      And i was wondering why my pc was on fire

  • @Alex-by4zv
    @Alex-by4zv 4 роки тому +80

    Heya there DECODED. it's a good thing you didn't delete it. Just in case you didn't know, Andrew Price put a link to this video as a "great explanation of redirecting topology" in his notification email about his new "chair" tutorial. I've just got it a couple of hours ago, and there I found the link to this video. I'd like to think it's a very good thing. As for the video itself, I checked it out when you first uploaded it, and I think it's really great.

    • @DECODEDVFX
      @DECODEDVFX  4 роки тому +15

      Thanks Alex. Andrew commented on the video the other day, so I already knew that he'd seen it. But I only just found out that he'd included it in the newsletter.

  • @newt6988
    @newt6988 4 роки тому +423

    Why am I here? I don't even do how to model.
    I can't understand but it seems very interesting.

    • @RagbagMcShag
      @RagbagMcShag 4 роки тому +21

      same here, was wondering why it is a problem if there are these loop cut thingies

    • @TheOssie98
      @TheOssie98 4 роки тому +35

      @@RagbagMcShag it's because it adds loops in places unneeded and just clutters your model up plus when you want to smooth the model it can deform it

    • @RagbagMcShag
      @RagbagMcShag 4 роки тому +9

      @@TheOssie98 Oh interesting, thanks for the info

    • @VerticalWit
      @VerticalWit 4 роки тому +5

      Could some topology dude explain to us plebs here why this in the video is so awesome?

    • @rohitmalyala8951
      @rohitmalyala8951 4 роки тому +24

      VerticalWit when he starts making cuts on the “ribbon” (the plane on the left) he shows a short process for increasing or decreasing the number of faces in different parts of a model. Off the top of my head, this kind of topology management is important for several reasons.
      1. Keeping poly counts down. This is not as important these days, but still a concern for low-resource gaming.
      2. For avoiding having unnecessary faces generated far away from the place you actually need them, and keeping the model “clean” of excess faces. This helps a lot when animating and weight painting, since having more or less faces densely packed in an area affects the way a mesh deforms under an armature, or has particles emitted from it in some particle systems.
      3. Note how every face he drew with his method is a quad. Using his method specifically, you can still use loop cuts that will go all the way around a model, and other modifiers/transforms like subsurface will continue to work well, since you’re not including random triangles or n-gons in the mesh. This property, of maintaining the path of loops of connected faces, is what is being shown in the thumbnail of this video.

  • @Charly_Chive
    @Charly_Chive 4 роки тому +84

    Finally someone shows the proper way, with and actual example, Jeez!

  • @DiegoSilva-zm3ke
    @DiegoSilva-zm3ke 2 роки тому +7

    This vídeo made me love retopology
    My tricks
    -Keep edges x4, x8, x12, x16 ...
    -Make main loops first
    -use the 3 to 1 edges
    -patience, is like a game

  • @shiningaster3871
    @shiningaster3871 4 роки тому +13

    I've struggling to get clean topology for a long while and you just solved that with a very simple explaination.
    Seriously, thank you.

  • @espenstoro
    @espenstoro 4 роки тому +26

    This just revolutionized my game of cutting shapes into spheres. A life saver. Thank you.

  • @CaptainPanick
    @CaptainPanick 3 роки тому +9

    This is probably the single most important video I've seen with regards to mesh modelling, I just wish I saw it earlier. Now I need to go and practice it over and over until it becomes second nature. I just want to thank you from the bottom of my heart for explaining it in such a simple way! It seems so obvious now and I feel stupid for not being able to figure it out myself.

  • @wiczus6102
    @wiczus6102 4 роки тому +189

    I've been doing this for a while now and I must say that it is extremely useful, BUT sometimes it completely destroys the flow and also sometimes there is a problem with the subdivision. You should use this on relatively flat or empty surfaces. For instance, an ear is more detailed, than the head, but at the same time there is a flat space before the ear begins, but a tear duct might be actually better with triangles, since there is detail all around the tear duct too, which'd be destroyed in the process.

    • @vladimirlavrentyev9206
      @vladimirlavrentyev9206 4 роки тому +40

      Finally, a comment from someone who has real experience in SubD modelling.) All these methods to end loop cuts with a quad has been used for years but they are still rarely used as they usually produce bad shading.

    • @artsyomni
      @artsyomni 4 роки тому +45

      Thank you. It’s not nearly as simple as this video makes it out to be. For one, you’re altering the number of edge loops on either side of the topology group in question. You’re also introducing poles, which isn’t something to be cavalier about, as they’re going to change shading and create “pinch” in your topology, which isn’t always desirable. So no, this isn’t a one-size-fits-all solution to any topology problem.

    • @MsNathanv
      @MsNathanv 4 роки тому +22

      Exactly. The only topology you'll ever need! To solve simple joining problems on planes and flat shaded meshes, maybe.... If that was all topology was, we'd have had awesome, fully automated retopo tools a decade ago.

    • @helter696skelter
      @helter696skelter 4 роки тому +8

      Lmao, yeah, towards the end of the video I've been saying out loud at my screen: "yeah cool and now subdivide it, go ahead and subdivide, like you showed at the beginning". Who really does hardsurface today and not use subdivision tools?

    • @Sh-hg8kf
      @Sh-hg8kf 3 роки тому +7

      @@vladimirlavrentyev9206 I'm a blender noob. What would actually happen if we never used the video's method and jsut had loop cuts going around the full model?

  • @dawne2780
    @dawne2780 2 роки тому +4

    INCREDIBLE. I have been watching and reading so much, and they keep showing pictures and pre-cut planes etc... your 7 min demonstration changed my life. Thanks for being someone that doesn't keep fundamental industry concepts secret

  • @SianaGearz
    @SianaGearz 4 роки тому +29

    Things to keep in mind. Long and thin polygons will trip up Gouraud shader. It's not usually relevant today, but it was super relevant when you were targeting Dreamcast, PS2, Gamecube era hardware and may still be relevant when targetting low-end mobile platforms.
    More relevantly for today, Catmull-Clark subdivision trips up on triangles, so you're good on avoiding them. However it also trips up on odd-valence vertices. Normally in a pure quad mesh, every vertex has 4 edges connected to it, so the valence of the vertex is 4. You have built a bunch of 3- and 5-valence vertices in here, which are usually not as bad as tris outright, but will still cause waviness in the subdivided mesh output. Since pure 4-valence quad topologies are generally impractical, there's often no substitute for just winging it and taking the waviness and letting it be the model feature where necessary, building the topology adjustment around there.
    I'm also not convinced that the industry should stick to Catmull-Clark subdivision invented in the 70s. I my experiments, i had the impression (but no mathematical proof) that the behaviour of the subdivision could be improved by introducing normal-based displacements that would depend on local topology and would also help the subdivision be somewhat volume preserving, since Catmull-Clark tends to deflate a lot. It's not like research ended there, there was Stam/Loop 2002 "Quad/Triangle Subdivision
    ".

    • @anotheratreyu742
      @anotheratreyu742 4 роки тому +2

      Well hurry up and develop a subdiv plugin for us all to use then dammit lol. XD

    • @lawrencedoliveiro9104
      @lawrencedoliveiro9104 4 роки тому +1

      Does anybody bother with Gouraud shading any more, when Phong shading is superior and doesn’t cost much on modern hardware?
      Easy enough to add extra loop cuts next to the EVs to constrain their effect.
      Also, your idea about normal-based displacements reminds me of Blender’s “weighted-normal” modifier. Worth giving that a try.

    • @litjellyfish
      @litjellyfish 4 роки тому +1

      Lawrence D’Oliveiro Phong is an old term not really used anymore. It’s just vertex based shading or fragment shading whatever that shading is doing.
      That said. Normal light linear fragment shaded today is not more expensive than vertex shading.

    • @lawrencedoliveiro9104
      @lawrencedoliveiro9104 4 роки тому +1

      You got to be kidding me, right? en.wikipedia.org/wiki/Phong_shading

  • @Outmind01
    @Outmind01 4 роки тому +15

    I'm just at that moment when I'm getting into hard surface modeling and becoming aware of problems like this. Your tutorial will surely be useful in the future.

  • @kalvinpearce
    @kalvinpearce 3 роки тому +11

    Not quite sure how I stumbled across this one but even as a programmer I found this incredibly clear and understandable. Thanks for helping me understand when my artists talk about retopologising and n-gons

  • @KotteAnimation
    @KotteAnimation 4 роки тому +129

    This is amazing! Your knowledge and explanation was just perfect👍

    • @lampboy926
      @lampboy926 Рік тому +3

      My favourite animator, but the comment got no attention :(

    • @BoxPossum96
      @BoxPossum96 3 місяці тому

      We need a rescue signal

  • @canhedotricks6078
    @canhedotricks6078 3 роки тому +6

    I am a total beginner at 3D art but I just know this is one of those art videos that I would watch as an expert and go "Wow I wish I had this tutorial when I was starting out"

  • @MaruskaStarshaya
    @MaruskaStarshaya 4 роки тому +6

    It's the best and simplest explanation about topology I ever found in internet. Thank you!

  • @dariusz.9119
    @dariusz.9119 4 роки тому +12

    I got this in my recommendations and I was like "Nah, I'm too tired to watch tutorials" but then I saw a 6 minutes in the title and decided to go for it and I'm glad I did. I would have missed a really amazing lesson. Thank you!

    • @Kyrelel
      @Kyrelel 4 роки тому

      You could have just added it to your "Watch Later" list

    • @dariusz.9119
      @dariusz.9119 4 роки тому +1

      @@Kyrelel In theory, yes, i could, but in reality my "watch later" list is the black box of youtube. Anything that goes in is never to be seen again

  • @scottcourtney8878
    @scottcourtney8878 Рік тому +1

    This series might be the very best topo guidance I've seen anywhere. Thanks so much for sharing.

  • @mikeallenfpv
    @mikeallenfpv 2 роки тому +2

    Been having trouble with my first model alone (with no tutorials) and you pretty much answered my problem after hours of trouble. Thank you sir!

  • @biju5049
    @biju5049 4 роки тому +24

    This is a great tutorial from you, that was straight to the point.

  • @TheWall-wm8gu
    @TheWall-wm8gu 3 роки тому +83

    Thank you so much for posting this video. I'm in my 40s, have ADHD and am attempting 3D modeling for the second time in my life. The first time was prior to medication, with poor tech that would crash and with software that was spline-based so dealing with the topology was EVERYTHING. As I have picked up Blender, I have had this distracting, anxiety in the back of my head that has been a roadblock. TOPOLOGY. I am someone that needs to know a little more about the machinery before I can feel comfortable using it and unfortunately, no-one titles youtube videos, HEY, the thing with the shapes and creasing and the part-mathy, part-real world stuff, I CAN HELP WITH THAT. After watching your video and with a rudimentary knowledge of anatomy it makes sense. You don't go from your fingers to your forearm with five bones. It's inefficiency use of energy and probably shitty mechanics. You build down with multiple bones decreasing and increasing based on the needs for flexibility until you get to the structure where all you need is rigid support. We of the neurodivergent thank you.

    • @dawne2780
      @dawne2780 2 роки тому +4

      I second that

    • @onerimeuse
      @onerimeuse Рік тому +2

      37, starting on round three myself. Keep on it mate, we'll get this eventually!

    • @ryusdarling
      @ryusdarling Рік тому

      good for you! :)

  • @Selanyx
    @Selanyx 2 роки тому +2

    I've had problems with multiple edge loops going around my models since I started and couldn't figure out how you actually should do it. This really helped me thank you.

  • @RonnieBanerjee007
    @RonnieBanerjee007 3 роки тому +1

    I remember coming to this video from a question I asked in reddit, someone helped me to this, and then i also shared this video a ton to whoever has asked me help about topology, people only do this when videos are NOT crap, this video is precious. ❤

  • @KevinSmith-qi5yn
    @KevinSmith-qi5yn 4 роки тому +28

    I think this is more on the beginner level not really the intermediate level. As you get more advanced, it's important to understand how to use poles to create pinch points and direct edge flow. I think an intermediate exercise would be how to use the minimal amount of faces to achieve the same effect.

    • @Hinstea
      @Hinstea 4 роки тому +4

      u cant head to intermediate level without this 😅😅

  • @donaldkhogan
    @donaldkhogan 3 роки тому +4

    Jaw dropped at 2:50 and stayed there through 5:05. I feel like you just taught me how to do the Rubix cube in 10 seconds. An excellent illustration of the principles, thank you!

  • @AJ-xx5ik
    @AJ-xx5ik 3 роки тому +1

    This is the best 3D modeling video I've ever seen. Straight, to the point, delivering one message = you don't have to have those damn edge loops going all around your model

  • @JossCard42
    @JossCard42 Рік тому +1

    I would've killed for this simple explanation when I was working in my modeling class.

  • @lenstobrush7266
    @lenstobrush7266 4 роки тому +4

    Great tutorial, ive spent literally hours making sure my edge loops did make it round my models so they all connected up. Now I can just cut them off at source. Cheers bud.

  • @arloc_official
    @arloc_official 3 роки тому +5

    this is one of the most valuable tutorials for topology. it helped me alot in my workflow. thanks!

  • @TidusSZ
    @TidusSZ 3 роки тому +1

    Can't believe no one explain these things when they teach you how to model in 3d. I've been modeling for years and now finally I've found this video. Thank you! Clear and good explained!

  • @PinkeySuavo
    @PinkeySuavo 8 місяців тому +2

    I paused at 0:08 and tried to recreate this. I had a hand with like 15 vertices loop trying to connect it to 6 vertices loop of the arm. I somehow managed to reduce 15~ vertices to 8 vertices and 6 vertices I increased to 8. Such satisfaction when I connected them! Although somehow the topology doesn't feel to look very good, but the overall result satisfies me. Thank you very much!

  • @anishagrawal711
    @anishagrawal711 3 роки тому +4

    I am glad i found this
    it was very helpful
    Iam using blender from a month
    And after reading comments i think iam lucky that i did not found it after server year of experience
    Its just a month and i was searching for retopology techniques and i found this most helpful video
    THANKS A LOT

  • @Chevifier
    @Chevifier 4 роки тому +3

    Dude, I randomly clicked on this. I have no regrets. This will come in handy. Thank you.

  • @SkelexIsHere
    @SkelexIsHere 4 роки тому +1

    Brilliant! I've never thought about it this way. I think I've probably accidentally done something similar while trying to clean up messy topology, but this really does change how I will think about approaching this problem in the future. Thank you!

  • @markzaikov456
    @markzaikov456 4 роки тому +2

    Just recently I started trying out blender and did a really wonderful donut.
    Just last night I went full on solo mode and tried to model my own phone. And oh boy! How badly I need this video as the loop cuts are everywhere! THANK YOU!

  • @hebermoreno7963
    @hebermoreno7963 2 роки тому +11

    I didn't realize how much I needed this explanation. There's no doubt that simplicity is the maximum sophistication.
    Thank you very much, I'm saving the thumbnail so I can always go back to remember exactly how to deal with topology.

  • @jenchristensen66
    @jenchristensen66 4 роки тому +6

    This has baffled me for so long!. Thank you for explaining it so clearly :-)

    • @DECODEDVFX
      @DECODEDVFX  4 роки тому +1

      Thanks :)

    • @waterpicker6879
      @waterpicker6879 4 роки тому

      Me with modeling minecraft block models voxel by voxel by hand.

  • @kaksspl
    @kaksspl 4 роки тому +2

    I've been looking for this exact knowledge for years. I kind of found the 1 to 3 method once, but 1 to 2 was always nightmare for me. I'm so glad YT recommended me this.

  • @t.k.abrams4720
    @t.k.abrams4720 4 роки тому +2

    You have totally made topology so much easier than anyone else. Thanks for this

  • @coldspade1590
    @coldspade1590 4 роки тому +5

    Im gonna have to watch this like a billion more times because i dont even know what topology is but hopefully this will help fix some problems i find in my models.

  • @pangolinproductions576
    @pangolinproductions576 4 роки тому +3

    I've been avoiding learning this skill. Thanks for posting it!

  • @Jaskatzu
    @Jaskatzu 4 роки тому +1

    I've seen those charts you showed at the beginning of the video multiple times, but never could quite put them into practice. Very helpful stuff!

  • @MizardTheWizard
    @MizardTheWizard 3 роки тому +1

    This is exactly what I needed. Great job dude. Kept on looking at my loop cut model thinking "there has to be a better way." Thank you for sharing!

  • @thomasappel2973
    @thomasappel2973 4 роки тому +22

    Very underrated channel amazing videos, 1 minor thing to improve the videos on i would say is improving the background audio

    • @DECODEDVFX
      @DECODEDVFX  4 роки тому +5

      Thank you. I now have a proper studio mic so the audio issues have been sorted.

  • @JakMesh
    @JakMesh 4 роки тому +3

    this amazing honestly. an eye opener for me. Thanks very much for this tip.

  • @Magnum0peth
    @Magnum0peth 3 роки тому +1

    This explanation is amazing. I'd seen those topology images before but now it finally makes sense.
    Thank you for this.

  • @GraveUypo
    @GraveUypo 4 роки тому +1

    oh man i've been through this so many times. i sometimes manage to get out on my own but sometimes i just give up and include the loops in my model geometry and go with it. this is going into my favorites

  • @Mayeru
    @Mayeru 3 роки тому +18

    i didn 't understand anything but i'm still going to save this for whenever i start using blender.

    • @jaydenstorace3218
      @jaydenstorace3218 2 роки тому

      Have you started Blender yet?

    • @Mayeru
      @Mayeru 2 роки тому +1

      @@jaydenstorace3218 this is me from the future, i have not : ) i suck

    • @fadethecreator
      @fadethecreator 2 роки тому +1

      @@Mayeru just do the donut tutorial, trust me it'll save your life if you're actually ever expecting to use blender. Patience and that tutorial will help a lot. It taught me a lot of the basics.

    • @Mayeru
      @Mayeru 2 роки тому +1

      @@fadethecreator the donut tutorial? is it one of the quickstarts from Blender documentation?

    • @fadethecreator
      @fadethecreator 2 роки тому +1

      @@Mayeru blender guru’s world famous donut tutorial, that’s the holy grail of starting points for many blender users. Blender guru is truly one of the best, takes the time to explain why he does what and assumed you knew nothing about blender before doing that particular tutorial. So if you’re ever going to use blender in life, be it this day, month, or some other year, just do yourself the major favor of starting there. Blender guru commented on this video too, so you can see that up there if you want.

  • @davidmurphy563
    @davidmurphy563 4 роки тому +5

    Oh my god, this is life changing. I've watched it three times now.
    Thank you so much man.

    • @DECODEDVFX
      @DECODEDVFX  4 роки тому +1

      Thank you. Glad you found it helpful.

    • @davidmurphy563
      @davidmurphy563 4 роки тому

      @@DECODEDVFX Oh man, you have no idea... So many times I've stared at my pristine model for ten minutes before giving up and hitting ctrl R knowing that the topology will never be perfect again but consoling myself that this huge compromise is needed keep ngons off my mesh.
      I owe you a pint.

    • @DECODEDVFX
      @DECODEDVFX  4 роки тому +1

      @@davidmurphy563 A lot of people struggle with good topology, including myself - so you're not the only one.

    • @davidmurphy563
      @davidmurphy563 4 роки тому

      @@DECODEDVFX Tell me one thing. I've thought a lot about this. What is your take on starting from a primative and dicing vs starting from a plane and extruding?
      When I first look at an object this is the first decision I take (I have a bias to primative because you can control symmetry more precisely) but - say if I'm making a car - I'll choose planes because I know I'll need to get the edge flow of the topology to match the fundamental geometry of the object. Although, I'm thinking that what you've taught me here may change that.
      What's your approach?

    • @DECODEDVFX
      @DECODEDVFX  4 роки тому

      I generally start with whichever default shape most closely resembles the object I'm modeling - usually a cube or cylinder. I hardly ever model from a plane.

  • @vaepuer2290
    @vaepuer2290 3 роки тому +1

    I've been doing 3D for about 5 years now and I've never seen something like this. Thank you!

  • @davexbit
    @davexbit 8 місяців тому

    This has been the best demo so far to explain philosophically the breakdown of 5-3-1-3-5 topology! I practicing now. Thanks!!!

  • @taskanawa9604
    @taskanawa9604 4 роки тому +3

    never delete this video

  • @CayenneTravels
    @CayenneTravels 4 роки тому +3

    Well done with a great practical example, thank you! Subbed.

  • @UnIockables
    @UnIockables 2 роки тому

    I still come back to this video every now and then, still so helpful. Thank you again

  • @AnimeGIFfy
    @AnimeGIFfy 4 роки тому +1

    This was probably the most useful thing i have even seen about blender. Thanks.

  • @TheShinsakuto
    @TheShinsakuto 4 роки тому +26

    I think the easiest way to think about it is this: Each quad has 2 edges perpendicular to the direction of the topology which i call "front egdes" and the other edges I call "side egdes". Whenever you change the amount of faces, you turn one edge to be diagonal making up a front edge for one and a side edge for another quad. So if you want one more face, make one side edge to a front edge and you have one more front edge, hence one more quad, or reverse etc.

    • @CivicYt
      @CivicYt 3 роки тому +13

      All I hear is: edge edge face edge quad quad lol (beginner here)

    • @firefly618
      @firefly618 2 роки тому

      This comment made me understand not only the video itself, but why people use quads in the first place!

  • @MachiavelliNZ
    @MachiavelliNZ 4 роки тому +7

    I just used this to make my first fork. Damn it's a sexy fork. Dat topology.

  • @pedrodesanti6266
    @pedrodesanti6266 2 роки тому +1

    This is one of these videos that I always come back

  • @rajabwali3373
    @rajabwali3373 Рік тому

    First three minutes of the video and I'm already wowed. Thank you so much, as a beginner who was struggling to make clean topology, this was helpful.

  • @andresz8067
    @andresz8067 4 роки тому +11

    Well he didn't lie, my life has been changed and I am now illuminated with forbidden knowledge

  • @txlec99
    @txlec99 4 роки тому +21

    A true master of toplogy, respect and salute. Thank you so much for solving the most difficult mystery for the NOOBIES, trully appreciated and will forever remember the NAME, of the master. Thank you.

  • @ltf007-dz6
    @ltf007-dz6 4 роки тому +2

    Thank God UA-cam didn't suggest me this video 5 years later, I really needed such explanation. Great video!

  • @ensardegirmen
    @ensardegirmen 3 роки тому +1

    I started learn blender a few month ago. I just need to say this video is life saver for me. Thanks a lot.

  • @JTCF
    @JTCF 3 роки тому +3

    I remember watching a video of someone modeling the Sanic. He made a lopp cut just above the eyee for the eyeball to fit and this loop cut had gone all the way down through neck, around the body and then back to the neck and ended above the other eye. It was hilarious.

  • @manojlogulic4234
    @manojlogulic4234 4 роки тому +3

    Besr video i saw in a while, thank you i sub, liked and share! Keep making those short videos of topology fixing.

  • @ShatteredDawn17
    @ShatteredDawn17 4 роки тому +2

    This video was incredibly concise and helpful. Thank you for presenting this in such a simple manner while still being incredibly informative. I'll be saving this to show my students!

    • @DECODEDVFX
      @DECODEDVFX  4 роки тому

      Thanks. I personally feel like this video is very sloppy and I'm a bit embarrassed that it's getting loads of views right now. But I'm glad so many people are finding it helpful.

  • @lethn2929
    @lethn2929 9 місяців тому +1

    It's amazing how many tutorial makers shamelessly skip over these important details when it comes to topology, they're all about showing you the fastest solution possible thanks to the youtube algorithm and don't go enough into basic topology and I've found this to be the most useful video overall for explaining topology properly even if it is a basic concept I particularly like that you went into the hand example which most people don't bother with.
    As an extra tip for noobs, if you guys are following along and doing a full human model like I am, separate your extruded hand in edit mode to prevent any weirdness with loop cuts and not let anything interfere with your main human model, you then should be able to reconnect your hand to the arm and it will be fine. Assuming of course you don't overdo it with the initial polygon count and make things too hard for yourself.
    Also at 2:33 he accidentally skips over an important point, the tool he uses is "New Face From Edges" to make the new face and the shortcut is F I believe that's what he did as I got the same result.

  • @centerpoint2844
    @centerpoint2844 4 роки тому +64

    I don't even know what topology is, how was I recommended this?

    • @Cyber_Kriss
      @Cyber_Kriss 4 роки тому +4

      Blender has chosen you

    • @aonodensetsu
      @aonodensetsu 3 роки тому

      i downloaded blender today since I heard filmic got integrated, now it shows me this, yeah okay i'll start blending

    • @yourpersonalspammer
      @yourpersonalspammer 3 роки тому +2

      seems like Google is trying to manipulate people into certain topics/jobs..

  • @Alex-by4zv
    @Alex-by4zv 4 роки тому +3

    that was very useful indeed, thank you

  • @skippythpp5480
    @skippythpp5480 Рік тому +1

    Thank you so much for making this short video, I really hate it when i have to sit through 30 minutes just for someone to get to the point, you really wasted no time! Appreciate it brother 🙏

  • @Spec1alDel1very_
    @Spec1alDel1very_ 2 роки тому

    ive come back to this video a few times just to keep this straight in my head. so simple but when modelling i get so confused on topology. thanks for uploading this video!

  • @hotfever
    @hotfever 4 роки тому +11

    This is genius! You're a genius!

    • @DECODEDVFX
      @DECODEDVFX  4 роки тому

      Hardly a genius, but thank you!

  • @Alex-by4zv
    @Alex-by4zv 4 роки тому +80

    ...and it's actually a sub from me as well. I like where this is going and I'm pretty tired of donut gurus. Keep the great work!

  • @nandakoryaaa1401
    @nandakoryaaa1401 10 місяців тому

    This is gold. There are many videos that basically explain the same thing, but your does really click. Thanks!

  • @sauwensvk7589
    @sauwensvk7589 4 роки тому

    While applying this method isn't going to be simple 100% of the time, the principle is what matters. Don't think about deleting this video... regardless of its quality, you are implanting an important understanding of quads and polys and a smart way of thinking about the topology itself. Thank you!

  • @hydraulichydra8363
    @hydraulichydra8363 4 роки тому +4

    At first I didn't quite get the point of what you were saying. I was like "at 1:27 just dissolve all those loop cuts."
    It wasn't until I got to the end (and tried it myself) that I realized that doing it your way results in all quads!

    • @TroglodyJeej
      @TroglodyJeej 3 роки тому

      Hi ! I'm still stuck on the same initial thought, what is so great about quads?

    • @TroglodyJeej
      @TroglodyJeej 3 роки тому

      Is there cases where we're forced to reduce the number of faces manually like this?

    • @hydraulichydra8363
      @hydraulichydra8363 3 роки тому

      @@TroglodyJeej you can loop cut through them easier.
      With a square or a quad, going through the "middle of it" is easy because a line can just go in one edge and out the opposite.
      If you go in one edge of a triangle or pentagon, there are two possible edges it can come out of. This means Blender gets confused if you try to loop cut (CTRL-R) it.
      Also I think quads and squares deform much easier to it makes animation better.
      (Ofc when it's rendered it's turned into triangles anyway, but at that point you're done working with it so it doesn't matter)

  • @alexocurance3951
    @alexocurance3951 4 роки тому +3

    Noice , helpfull explanation keep doing these!!

    • @DECODEDVFX
      @DECODEDVFX  4 роки тому +2

      Thanks. I plan on doing a few videos on topology.

  • @legice
    @legice 4 роки тому +2

    this was the thing that was missing in my life... after 10 years, somebody finally explained this like a normal person!

  • @eaofdeath187
    @eaofdeath187 3 роки тому +1

    Thank you for explaining this, as someone that started learning blender a week ago this is a good habit to learn early.

  • @Cruentus
    @Cruentus 4 роки тому +6

    Do the changes in direction have an impact on smooth shading?
    I saw a tutorial once, where they talked about engons and they teached and showed that there is more of a problem with topology direction changes.
    Anyone got experience with that?

    • @Dark-eb7lm
      @Dark-eb7lm 2 роки тому

      it does, and there is no escape from it sadly

  • @xeroavion1
    @xeroavion1 2 роки тому +2

    Not one single dislike (as of this posting). This is so amazing, you sir just blew my mind. :)

    • @DECODEDVFX
      @DECODEDVFX  2 роки тому +1

      UA-cam recently started hiding dislikes. It's had 302.
      But thanks anyway!

  • @Dexter01992
    @Dexter01992 Рік тому

    Thank you! I have begun modelling since 2 months and people kept telling me "the topology here and here is bad" but they never told me *why* it's bad. At least thanks to this video now I have half idea how to split faces correctly.

  • @Wzxxx
    @Wzxxx 4 роки тому +3

    Topology is what kills me. Very interesting

  • @Shaymin1010
    @Shaymin1010 4 роки тому +5

    I came here thinking about open and closed sets, Hausdorff spaces and blabla
    I've been bamboozled

  • @chanolongo
    @chanolongo 3 роки тому

    Brilliant!...and finally a great, short and clear demonstration. Thanks so much!!

  • @wervil
    @wervil 3 роки тому +1

    This is awesome. I knew there had to be some method to slice through this particualr puzzle. now I feel some freedom in the mesh. Thank you so much!

  • @user-uy8yt7ku4w
    @user-uy8yt7ku4w 4 роки тому +245

    'The only method you'll ever need to solve any topology problem'. Bet you can't prove Poincaré conjecture with that. Disappointed

    • @lucasc5622
      @lucasc5622 4 роки тому +11

      You're trying to sound smart, aren't you? That's cute!

    • @user-uy8yt7ku4w
      @user-uy8yt7ku4w 4 роки тому +91

      @@lucasc5622 It was just a joke. The fact that I know about topology in math more than about topology in 3d software doesn't make me smarter, just more interested in math than in 3d modelling

    • @Kalhauge
      @Kalhauge 4 роки тому +40

      @@lucasc5622 Whooosh

    • @lucasc5622
      @lucasc5622 4 роки тому +7

      @@Kalhauge oh dear, how old are you?

    • @Kalhauge
      @Kalhauge 4 роки тому +62

      @@lucasc5622 Old enough to not be offended by a joke comment on UA-cam.

  • @KaitheArtGuy
    @KaitheArtGuy 3 роки тому +5

    TL;DR: 5 or more edges in a face is bad
    Take a second and convert them into quads

  • @whincorbin1553
    @whincorbin1553 2 роки тому

    Dude this video right here helps so much nobody explains how they come to their conclusions and make it really hard to understand the process to be able to come up with these solutions for yourself they never explain what logic they are following thanks a bunch

  • @ittueaday
    @ittueaday 3 роки тому

    I'm still pretty new to blender, currently for my first self project I'm modeling a car, whenever I wanted 2 faces into one, I would just delete the edges, I've added tons of unnecessary topology that's ruined a bunch of other stuff, glad I came across this video super useful 😃