High to Low Poly Workflow in 3D Modeling

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  • Опубліковано 23 лис 2024

КОМЕНТАРІ • 89

  • @txlec99
    @txlec99 2 роки тому +14

    3d polygonal modeling is not a joke. i've been learning 3d modeling in maya for 6 months now and man i gotta ya that thing aint a joke. its serious and it drives you nuts all the way from the depth of the sea to the highest mount of the earth. if you're just modeling basic stuff like box and circles thats ok and that's very enjoyable lol, but wait, wait until ya start thinking bout creating iron man or just about any si-fic hard surface robots, things, or whatever in that in those line, your gonna instantly notice your not match for it and immediately feels like your LOST in the abyss of outer space.

    • @OnMars3D
      @OnMars3D  2 роки тому +5

      There are definitely levels to this.

  • @ericavoss8105
    @ericavoss8105 Рік тому +7

    You sir need a medal, this video is the best!! At school I was always taught ‘tris are bad’ and so it stuck with me. I finished my bachelors degree last year, and now I have to rewrite my brain into being able to use them.
    You have explained the concept very well, super grateful!

    • @OnMars3D
      @OnMars3D  Рік тому +1

      Glad it helped and thanks for the kind words!

    • @themaxproful
      @themaxproful Рік тому +1

      Keep working hard Im in the same boat as you

  • @Aldebaran80
    @Aldebaran80 3 роки тому +2

    wow, shrink wrap erased me a lot of headaches... thax, i didn't know that tool.

    • @OnMars3D
      @OnMars3D  3 роки тому

      Happy to share, it's definitely a useful tool!

  • @michaellaviola6540
    @michaellaviola6540 Рік тому +1

    I'm a professional rigging artist/animator, just learning more about modelling due to personal interest. The one thing I strongly disagree with is triangles. They may be okay in a model like the grande, but anything that needs to deform and animate needs to be clean quads. Too often, I've had to give back models to the modellers to fix the topology on knees or knuckles. The main problem with triangles for a mesh that needs to be rigged is that they prevent me from making clear and deliberate selections, it's not that you can't do it, but it's a nightmare to deal with. For something like this granqde, I'm sure it's fine, but overall, if I can have a mesh that's entirely made of quads, I'll take that any day

    • @OnMars3D
      @OnMars3D  Рік тому +2

      Hi Michael, appreciate the comment. I talk about that quite a bit in other videos. This series of videos discussed workflows for rigid body props where deformation is not needed which is why I say Tris are ok.
      I'm actually working on an updated video so I'll make sure to emphasize this point when talking about topology. Especially on when and where Tris and quads are needed. Thanks!

  • @jakubstacho9199
    @jakubstacho9199 2 роки тому +11

    Soooooo gooood, just what I was looking for. It would be great if you keep posting videos about high to low poly modeling along with baking and making game-ready assets

  • @Elnaz_Heydari_22
    @Elnaz_Heydari_22 3 роки тому +4

    One of the best tutorials! I found the answers for some of my big issues with high to low poly workflow! I really appreciate it!

    • @OnMars3D
      @OnMars3D  3 роки тому

      No problem, glad it was helpful!

  • @DarkAutumn3D
    @DarkAutumn3D 3 роки тому +3

    That's what I always concentrate on as well. It's especially important for LODs. A good rule of thumb is to treat it like a cylindrical object. The more edges you remove or alter, the more it loses its shape - the more obvious it is. As long as you keep the silhouette for as long as possible then you can kinda chip away at the other parts. Always give yourself a triangle count budget - that's what I learned in games design. 24k tris is still a hell of a lot for a games engine lol. Good job though!

    • @OnMars3D
      @OnMars3D  3 роки тому +1

      Yeah, spot on! I'll eventually comeback to this grenade and make an even lower poly model.

  • @JustGraphic87
    @JustGraphic87 3 роки тому +2

    I was searching for some maya tutorials, and I am so glad that I found your channel, this tutorial is so helpful, thank you so much, I will keep on watching your other tutorials too, I am sure I can learn so many things with the help of your wonderful tutorials

    • @OnMars3D
      @OnMars3D  3 роки тому +1

      Glad it was helpful!

  • @lobkevangheluwe
    @lobkevangheluwe 3 роки тому +2

    Thank you so much for this tutorial, definitely the best I’ve found yet on this topic!

    • @OnMars3D
      @OnMars3D  3 роки тому

      Glad it was helpful!

  • @bresk1
    @bresk1 3 роки тому +6

    That is some quality content right there , keep up the good work !

    • @OnMars3D
      @OnMars3D  3 роки тому +1

      Thank you, excited to keep making more content!

  • @sonjuneee
    @sonjuneee Рік тому +1

    Really helpful for me tho. Appreciate it ❤❤❤

  • @lowkey9583
    @lowkey9583 3 роки тому +4

    Now I need the 24k to 5k res optimization video :)))

    • @OnMars3D
      @OnMars3D  3 роки тому +1

      I would just be applying the same techniques till you get to your target poly count. I can look into doing some super low-poly modeling in future videos though.

  • @ManOfTrades
    @ManOfTrades 2 роки тому +7

    I always do a lot of searching on youtube to find quality as good as this. I haven't seen your videos before, but lately they have been getting recommended and wow I wish I had seen them sooner! Such insanely good content, keep making more!

  • @EnterMyDreams
    @EnterMyDreams Рік тому

    so so so useful!! thank you so much! love your explanation process

  • @tbnprathades1631
    @tbnprathades1631 Рік тому

    If I remember it correctly, you can also use zbrush zremesher and project the detail on it. Then you fixed it on Maya, this isn't the best method cuz sometimes the shape could change.

  • @geraltfromrivia6273
    @geraltfromrivia6273 Місяць тому

    So, adding bevels to the corners with a significant divergence from the high-poly version is necessary even if we're creating an asset that won't be in the foreground, as it will lead to artifacts otherwise?

  • @WhisperPass
    @WhisperPass 3 роки тому +1

    Great tutorial video as always. your all tutorial's
    is fully useful to maya users. Thanks for sharing

    • @OnMars3D
      @OnMars3D  3 роки тому +1

      Glad you found it helpful!

  • @jahandarwerewolf8480
    @jahandarwerewolf8480 Рік тому

    Thats what i needed!! Thank you very much Sir!!!!

  • @atomicshrimpFT
    @atomicshrimpFT Рік тому

    Great video, howeder it was sometimes hard to keep track of all the names and knowing which model you are using rn. I would have made it low, mid and high for better understanding.

  • @HOWDOT
    @HOWDOT 2 роки тому

    Man thank you for this amazing explanation. Now I fell confident!
    Love all of your vids.

  • @ИванДемыгин-ш1у
    @ИванДемыгин-ш1у 2 роки тому

    An awesome turorial, thanks! Keep up the good work

  • @maxiperez8408
    @maxiperez8408 2 роки тому

    Wow, this video is absolutly awesome. Thanks for making such a great and usefull content !! I was really struggling with how to do the high to low properly.

    • @OnMars3D
      @OnMars3D  2 роки тому

      Glad you found this helpful!

  • @sebbosebbo9794
    @sebbosebbo9794 2 роки тому

    Hallo great you presents here your hard work for use. . . r thx...

  • @asvanum
    @asvanum 3 роки тому

    Yes finally I guess this is one the important one in the series

    • @asvanum
      @asvanum 3 роки тому +1

      Also this pure Gold thank you for teaching us.

    • @OnMars3D
      @OnMars3D  3 роки тому

      Happy to share!

  • @davelidster2280
    @davelidster2280 Рік тому

    In this workflow I’m confused when you would do the UVs? On the optimised final low? Thanks for your work.

  • @danielmfa3D
    @danielmfa3D 2 роки тому +1

    Hello. Thank you for your tutirials. But i have a question. "14:30 Use Shrink to Wrap Base Mesh on High-Poly Model" How can i use this same technique in 3ds Max? Thank you

    • @OnMars3D
      @OnMars3D  2 роки тому +1

      3DS Max has something similar, it has Conform Brush: help.autodesk.com/view/3DSMAX/2017/ENU/?guid=GUID-AB0F11DE-3125-42B0-B7FC-034A34B12181 or Conform Compound Object: help.autodesk.com/view/3DSMAX/2017/ENU/?guid=GUID-5790F099-E538-4702-9831-EC06C0EA2819

  • @Flatlined804
    @Flatlined804 3 роки тому +3

    With nanite being introduced, will this method be still used in future?

    • @OnMars3D
      @OnMars3D  3 роки тому +1

      Yeah, this workflow will not go anywhere. Nanite is great for high end devices like PC, next gen consoles, etc There will still be a need to create more optimized assets for lower powered hardware.

  • @FavoredBag
    @FavoredBag 3 роки тому

    Great tutorial, Thank you very much!

    • @OnMars3D
      @OnMars3D  3 роки тому +1

      Glad it was helpful!

  • @palashdas8009
    @palashdas8009 3 роки тому +1

    Thanks it's really helpful..

  • @AndrewMZcroft
    @AndrewMZcroft Рік тому

    Hi, what is better: Do the low poly from high poly model (removing esges,etc) or from subD model (adding edges where needed)?

  • @subang129
    @subang129 2 роки тому

    Thanks for sharing this tutorial! Very helpful. Is there any special reason why you didn’t delete hidden faces to decrease more poly count?

    • @OnMars3D
      @OnMars3D  2 роки тому

      The grenade will be rendered in an open state but as you said, for further optimization, you can delete unseen faces.

  • @KaranBhand
    @KaranBhand 3 роки тому

    Thank youuu! I was asking for this :D

    • @OnMars3D
      @OnMars3D  3 роки тому

      No problem, happy to share!

  • @pygmalion8952
    @pygmalion8952 2 роки тому +1

    I usually decimate my model and triangulate it to the point which it is not visibly break the model's shape. i can go a bit far away with LODs tho.

    • @OnMars3D
      @OnMars3D  2 роки тому

      That works too, that workflow is used at game studios when they have thousands of assets to prepare for a real-time game engine.

  • @magedafra
    @magedafra 3 роки тому

    nicely informative, thank you

    • @OnMars3D
      @OnMars3D  3 роки тому

      Glad it was helpful!

  • @kimberlyKDA
    @kimberlyKDA Рік тому

    Sir, is that true if I said that "Not every high-poly model should be smoothed but if it is smoothed then it is definitely a high poly model"? Correct me if I'm wrong! Thank you sir!

  • @mrkoddy
    @mrkoddy 2 роки тому

    Do you advice to model High Poly with turbosmooth first then simplifying the High to Low Poly? Or may I make the low poly first then adding details on the High poly after?

    • @OnMars3D
      @OnMars3D  2 роки тому

      I prefer to model the high poly first then create the low poly afterwards.

  • @pachikokitty9479
    @pachikokitty9479 2 роки тому

    thank you. 🤩🤩

  • @9000halNASA
    @9000halNASA 3 роки тому

    You are a master, tnx a lot. :)

  • @atomicshrimpFT
    @atomicshrimpFT Рік тому

    But wouldn’t it be contraproductive to have so many poles in the low poly? Of course you can’t see them but for presentation?

  • @fernandohenrique3405
    @fernandohenrique3405 2 роки тому +1

    I noticed that you make use of triangles even when Ngons would be appropriate. Why? Personal or technical reason?

    • @OnMars3D
      @OnMars3D  2 роки тому +2

      Triangles give you more predicable control over the topology. Once the model goes into the game engines, it automatically get's triangulated and when you use Ngons, you risk the engine incorrectly triangulating the model.

  • @EdgyEmoLoliconBoy
    @EdgyEmoLoliconBoy 3 роки тому +2

    nice

  • @FritzHugo3
    @FritzHugo3 2 роки тому

    Are there not a automatic way to to delete unnecessary lines? I search a tool/way to export a "compressed"/converted easier 3d Version (without the flexibility to chance things after this step).
    Maybe the tool make a picture from the high polygoncomplete objekt. Than there make a low polygon model and put the picture from the high polygone at the low polygone model. So you should get a mix. Technical there are a low polygone but the humans see all smother - like a little opticle illusion. Or something other maybe.
    Any idears there are ways for this without many manuel wordk? (like you have a wav and make a mp3, like big huge 100MB Picture and after exporting there are a 1 MB .png)?

    • @OnMars3D
      @OnMars3D  2 роки тому

      There is automatic tools in Maya and other 3D software. In Maya, you can use Mesh > Reduce, these types of tools work well when you need to create LODs in game engines.

  • @shisa2834
    @shisa2834 3 роки тому +2

    Im not sure what's worse....the high-to-low work or UVW unwrapping. Especially with high object count projects.

    • @OnMars3D
      @OnMars3D  3 роки тому

      It gets easier with practice. I plan to cover UV Mapping next on the grenade!

  • @Palrakesh363
    @Palrakesh363 3 роки тому +1

    TY

  • @kmanL3G3N3D
    @kmanL3G3N3D 3 роки тому

    Do u offer personal tutoring by chance?

    • @OnMars3D
      @OnMars3D  3 роки тому

      I do offer one-on-one mentorship. You can find more information here: onmars3d.artstation.com/pages/services

  • @emile7895
    @emile7895 2 роки тому

    is it still low poly with 24k tris ?

    • @OnMars3D
      @OnMars3D  2 роки тому +1

      It really depends. Depends on the target hardware, specifications set by the project, whether it's a background or hero prop, etc
      I created this as a hero prop, so 24k maybe high but the workflow still applies whether it's 1k, 5,k, or 20k tris.

    • @emile7895
      @emile7895 2 роки тому

      @@OnMars3D nice, thanks

  • @swrcPATCH
    @swrcPATCH Рік тому

    But I dont have maya

  • @vetbarashka7102
    @vetbarashka7102 Рік тому

    🤍🤍🤍🤍🤍🤍🤍🤍🤍🤍🤍🤍🤍🤍🤍🤍🤍🤍🤍🤍🤍🤍

  • @OnMars3D
    @OnMars3D  Рік тому +1

    Sign up for my upcoming 3D Modeling course today: www.onmars3d.com/
    And my Patreon: www.patreon.com/OnMars3D for all my project files, 3d models, bonus videos, Discord and more or just to support this channel 🙂
    Discord: discord.gg/vybvJnEeya

  • @VertexRage
    @VertexRage Рік тому +1

    24k triangles is called low poly now? Wow.

  • @BerbayJR
    @BerbayJR 2 роки тому

    Bro saying things over and over again, making me paranoid

  • @jesusfagzano1615
    @jesusfagzano1615 3 роки тому +1

    low poly 24000 faces
    LOL

    • @zeusteoh5667
      @zeusteoh5667 3 роки тому

      Ya not industry standard

    • @OnMars3D
      @OnMars3D  3 роки тому +2

      24k Tris or 12k faces/polys. I talk about the tri/poly count here: ua-cam.com/video/YDu9pYMkkSM/v-deo.html
      Context matters when setting a triangle count for models. This prop is meant to be a hero prop where it can handle close up shots in real time and run on a high on platform (PC/Next Gen Consoles, Etc). If this was just a simple grenade with no focus, then going down to 2k-5k tris make sense.
      With all that being said, the concepts that I discuss in this video can be applied to models that 100k, 25, or 5k. As always, hope this helps!

  • @vetbarashka7102
    @vetbarashka7102 Рік тому

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