I think generally having these n-gons on purpose works only for these concept art renders. A better workflow in my opinion is to use a 16-segment cylinder for both, fix the geometry to quads (takes about 5 mins) and then use a subdiv modifier to get detail as you need. I think in the long run the n-gon method will cause more and more frustration because you'll constantly have to fix the geometry to work or come up with these work-arounds like the bevel shader. When you do clean topology on your model once you'll never have to do it again. Everything will also get easier: UVs. rigging etc. And if you don't learn to do clean topo, you'll never get a job as a 3d modeler (I mean asset or character modeler, maybe as a concept artist). This doesn't mean that you can't use n-gons for flat surfaces though as you said, you definetely can and i think thats a good option to save on vertex count in general. Cheers.
but subdividing a cylinder will break the ideal cylinder. i mean, you will subdivide every face of the 16 faces of the cylinder, but the cylinder as it is, will keep being of 16 faces, and i do not think that it will work weel every time. I´m still new in 3d, if i´m wrong explain me pls
I can't agree that using ngons is wrong. It all depends on the specific case, but in most situations, ngons can be used, especially on non-deforming objects. When it comes to static objects like buildings, weapons, and so on, there's nothing wrong with using booleans and ngons. As long as the shading looks decent at the maximum distance we'll get to, everything is fine. Of course, it also depends on the industry we work in, for example, as a VFX artist working on film productions, we can't afford ugly geometry, primarily due to shot requirements. If we're talking about game development, then using ngons is perfectly acceptable. I've been working in game production as a generalist with four years of experience, and as long as something looks good, all tricks are allowed.
It annoys me to no end that data transfer modifier gets no love at all. 😁 You can boolean and cut the duck out of a low poly and bulbous object and fix the shading using data transfer mod. Like @Abolautiainenn said, the key is to fix the geo to quad around the problem area. It should take you less than a min to do with the cut in the vdo. The guide mesh for the transfer can also be same 16 sided cylinder or add 1 subdiv to it.
there exists on earth, methods other than all-quads to dress out a polygonal model and tame geo and shading. unless your name is jay cutler, all-quads topo will one day become an anachronistic workflow solved by a SI (silicon intelligence) machine/app. tell you what, try this. create a complex model in Plasticity and then import direct via the Blender bridge, to Blender using "ngons" and then refacet in Blender. your will experience illlumination.
3:20 It's not the "bend" issue at all, because the poly on your cylinder are perfectly *flat* . You may check this on top view. It's normal smoothing/triangulation issue. Smoothing with neighboor polies causes artifacts.
Josh went from teaching how to get perfect geo to teach why you don't need it. I managed to establish blender as our go to solution in my department. We need to go back and forth between autodesk and blender and good topo is essential in that context. I still learned everything from Josh, starting with how amazing bevel-weight is to model an iphone charger. Thank you Sir!
Intersecting Geometry: Booleans can introduce intersecting geometry, where parts of the mesh overlap or intersect in undesirable ways. These overlaps can confuse the renderer when calculating shading, leading to shading artifacts.
Thanks for the video. If you are doing a Boolean on a curved surface but you want to then create a plane from the resulting surface where the Boolean intersects, what’s the best way to do this. The issue is you get overlapping geometry where the vertices intersect, so how you’d then create an even mesh is difficult. I hate using the subdivision modifiers because they are approximate and I do models from measuring real shapes and it shouldn’t be the case you have to worry about order. Any suggestions? This is neat with the tool that gives a boundary so you can bevel because again you can bevel, add the Boolean and not have to worry about order of all the geometry, especially useful if you are modelling measuring dimensions of your object to actual sizes.
Your hard-surface tutorials taught me almost everything I know about Blender today. Thanks a ton for all the hard work you put into these! As goes for the shading issues; what actually causes them? I get the concept of isolating it, but from a shader perspective I still don't really understand why they occur. You could export them to a game engine and have them render just fine with a standard lit shader, so why do these issues exist in Blender?
when you export to a game engine you have to triangulate first or else the game engine does it for you and the chance it's going to get it wrong is basically 100% because different software employs different "triangulate" algorithms. the reason we don't work with triangles in blender to begin with is because they're generally harder to work with and they subdivide very poorly
I think it’s because it has to triangulate the ngon but it still has auto smooth so it messes with the lighting, and I assume that’s why you can usually see triangles when they’re uneven, like in his example
@@ThefamousMrcroissant I forgot to include that in my original comment but shading issues like the ones shown in this video that occur when you have non-planar faces disappear with triangulation because it’s impossible to draw a triangle that isn’t planar. Triangulation may introduce new issues like pinching but that normally isn’t an issue with low poly models (as in low poly models you’d start subd modeling with) at least in my limited experience
Ngons and Triangles: Booleans often create ngons (polygons with more than four sides) or triangles in the resulting geometry. Ngons and triangles can lead to shading issues, as they might not interpolate normals properly across their surfaces, causing uneven shading or artifacts.
I'm a little confused if thats really a production ready solution especially if you're working with other companies 🤔 (not the shader method) I did some tests and what works out the for me the best is to remesh it after the boolean operation. Meshmachine is great but its still not perfect in my opinion ...( hope this will change soon) Whats the disadvantage of using a Subd method ? ....coming from 3ds Max & I'm pretty new to blender 🙈
Non-Manifold Geometry: Booleans can sometimes create non-manifold geometry, which means the geometry has irregularities that don't adhere to the standard rules of clean 3D modeling. Non-manifold geometry can lead to shading artifacts and unpredictable results when rendering, as the software struggles to calculate proper normals and shading across these irregular surfaces.
Hey Josh, I’ve been an aspiring 3d Modeler for games, creating both hard surface and organic surface models for games. I’ve been following your channel for awhile because of your great tips and knowledge, but one particular question I always can’t seem to find online is how to do these kind of tricks when you need to convert your end result to low poly? Almost every approach online I have seen recommends that you use higher resolution, which does work and gets the job done for the high res model, but when baking the high poly cylinder to the low, i always get large artifacts or distortions around the bend where it enters the hole cut into the cyllinder, and i’m never quite sure how to perfect that kind of low topology to fit higher resolution cuts into the mesh. I would really love to see any advice or a tutorial on this kind of subject, as it’s one i’ve been struggling with for over 8 months now
Clean Topology: Booleans can produce messy or unclean topology, with intersecting edges, duplicate vertices, and other issues. Clean topology is essential for proper shading and rendering. When booleans create messy geometry, shading artifacts can occur, especially when the software calculates normals and shading across these irregular surfaces.
Subdivision Surfaces: If you're using subdivision surface modifiers in your modeling workflow, booleans can lead to pinching or uneven smoothing when applied to a surface with varying densities of vertices. This can result in shading problems along the edges of the boolean operation.
Hello sir, You got an awesome video...before watching your beginners video I almost gave up blender and back to blender because of your video... But I have one kind request... I have so many great videos you have ... But the problem is it's hard to start for beginners cause all videos are mixed up and not in any order for new uses like me ... Please add all begging guides to one playlist will be greatly helpful... It's a kind request 😁🙂😁🙂😁😁😢😢😢😢😢😢😢
Consider Boolean Order: The order in which you apply boolean operations can affect the results. Experiment with different orders to see which one produces cleaner geometry and better shading.
The mesh machine workflow is fine for allowing you to safely add a bevel modifier, but it returns with the same shading issues as before. Not a perfect solution sadly
Not the point of the tutorial but remember to try and line and up whatever youre intersecting best you can before applying bool. Just to save some work for yourself. Mesh Machin3 and Quad Remesher have also saved me countless hours of cross eyed click click click time time time tick tick ticks
This has nothing to do with non-planar faces. In Maya, you can easily select non-planar faces (I believe you'd need a script for this in Blender,) to verify that indeed the boolean is *not* creating non-planar faces. The issue is that booleans struggle to calculate ideal vertex normals on curved surfaces. The lower the resolution, the more pronounced the imperfection due to it appearing on a larger surface area. Cranking up the resolution doesn't eliminate the imperfections, you're simply making them smaller. You're charging $1k for hard surface modeling courses when you don't even know something as fundamental as this? 🤨
This video is giving me an anurism. Quads don't matter? Ive always seen since the beginnig days of my 3d modelling journey that Ngons is cheating. Like a the roof of a house lacking any structural support. Fixing shading issues by increasing geometry by adding ring loops like that is blasphemy. Surely you're being satirical? 😂 You're right shading issues come from bent faces and a bit of clever retopology isolated to that specific area can help while maintaining proper edge flow so the model is tidy and geomtry is clean and allows for smoother bevels or proper distribution of chamfers. I just can't accept that Ngons are ok. I couldn't sleep at night. I think the only way you get smooth bevels on ngon edges is by using special addons for blender.
@@lightdark4340 I already know it's ok. I tackled a very tricky low poly 3 clover castle design recently for an AR project. Shading errors everywhere due to how low poly it needed to be and the very specific placements of windows which didn't conform to the natural edge flow of the walls shapes. I had to carefully isolate the edge loops around the trouble causing windows and join them strategically to the rest of the supporting edges. I can't get away with N-Gons and shading tricks when the models are for games
WHERE WERE YOU TWO DAYS AGO WHEN I NEEDED THIS 😭
He was fighting dragons on Aleoxenon-♤◇》9
I think generally having these n-gons on purpose works only for these concept art renders. A better workflow in my opinion is to use a 16-segment cylinder for both, fix the geometry to quads (takes about 5 mins) and then use a subdiv modifier to get detail as you need. I think in the long run the n-gon method will cause more and more frustration because you'll constantly have to fix the geometry to work or come up with these work-arounds like the bevel shader. When you do clean topology on your model once you'll never have to do it again. Everything will also get easier: UVs. rigging etc. And if you don't learn to do clean topo, you'll never get a job as a 3d modeler (I mean asset or character modeler, maybe as a concept artist). This doesn't mean that you can't use n-gons for flat surfaces though as you said, you definetely can and i think thats a good option to save on vertex count in general. Cheers.
but subdividing a cylinder will break the ideal cylinder. i mean, you will subdivide every face of the 16 faces of the cylinder, but the cylinder as it is, will keep being of 16 faces, and i do not think that it will work weel every time. I´m still new in 3d, if i´m wrong explain me pls
@@stepanyablonsky7697 If subdivide a cylinder it will get sligthly smaller due to the subdivision but it will be still an ideal cylinder
I can't agree that using ngons is wrong. It all depends on the specific case, but in most situations, ngons can be used, especially on non-deforming objects. When it comes to static objects like buildings, weapons, and so on, there's nothing wrong with using booleans and ngons. As long as the shading looks decent at the maximum distance we'll get to, everything is fine. Of course, it also depends on the industry we work in, for example, as a VFX artist working on film productions, we can't afford ugly geometry, primarily due to shot requirements. If we're talking about game development, then using ngons is perfectly acceptable. I've been working in game production as a generalist with four years of experience, and as long as something looks good, all tricks are allowed.
It annoys me to no end that data transfer modifier gets no love at all. 😁
You can boolean and cut the duck out of a low poly and bulbous object and fix the shading using data transfer mod. Like @Abolautiainenn said, the key is to fix the geo to quad around the problem area. It should take you less than a min to do with the cut in the vdo. The guide mesh for the transfer can also be same 16 sided cylinder or add 1 subdiv to it.
there exists on earth, methods other than all-quads to dress out a polygonal model and tame geo and shading. unless your name is jay cutler, all-quads topo will one day become an anachronistic workflow solved by a SI (silicon intelligence) machine/app. tell you what, try this. create a complex model in Plasticity and then import direct via the Blender bridge, to Blender using "ngons" and then refacet in Blender. your will experience illlumination.
This is the Way. as always, Josh & Ryuu.....keep hammering!
3:20 It's not the "bend" issue at all, because the poly on your cylinder are perfectly *flat* . You may check this on top view. It's normal smoothing/triangulation issue. Smoothing with neighboor polies causes artifacts.
Josh went from teaching how to get perfect geo to teach why you don't need it. I managed to establish blender as our go to solution in my department. We need to go back and forth between autodesk and blender and good topo is essential in that context. I still learned everything from Josh, starting with how amazing bevel-weight is to model an iphone charger. Thank you Sir!
"Simple but deadly". 😆 I appreciate the humor. Honest to God.
Thanks Josh, very clearly explained!
Great video Josh, very informative and a useful backup to keep in mind. Cheers.
very useful tutorial
So, we meet again, boolean on curved surfaces! My old nemesis!
Thanks SIR!
The JUMPSTART COURSE is extremely beneficial for beginner..everything is well explained with practical knowledge...
THANK YOU
Intersecting Geometry: Booleans can introduce intersecting geometry, where parts of the mesh overlap or intersect in undesirable ways. These overlaps can confuse the renderer when calculating shading, leading to shading artifacts.
Golothaktilo
Thanks for the video. If you are doing a Boolean on a curved surface but you want to then create a plane from the resulting surface where the Boolean intersects, what’s the best way to do this. The issue is you get overlapping geometry where the vertices intersect, so how you’d then create an even mesh is difficult. I hate using the subdivision modifiers because they are approximate and I do models from measuring real shapes and it shouldn’t be the case you have to worry about order. Any suggestions?
This is neat with the tool that gives a boundary so you can bevel because again you can bevel, add the Boolean and not have to worry about order of all the geometry, especially useful if you are modelling measuring dimensions of your object to actual sizes.
Your hard-surface tutorials taught me almost everything I know about Blender today. Thanks a ton for all the hard work you put into these!
As goes for the shading issues; what actually causes them? I get the concept of isolating it, but from a shader perspective I still don't really understand why they occur. You could export them to a game engine and have them render just fine with a standard lit shader, so why do these issues exist in Blender?
when you export to a game engine you have to triangulate first or else the game engine does it for you and the chance it's going to get it wrong is basically 100% because different software employs different "triangulate" algorithms. the reason we don't work with triangles in blender to begin with is because they're generally harder to work with and they subdivide very poorly
I think it’s because it has to triangulate the ngon but it still has auto smooth so it messes with the lighting, and I assume that’s why you can usually see triangles when they’re uneven, like in his example
@@ImPDK Fair. But such shading errors fromt "dent" n-gons would continue to persist after triangulation?
@@ThefamousMrcroissant I forgot to include that in my original comment but shading issues like the ones shown in this video that occur when you have non-planar faces disappear with triangulation because it’s impossible to draw a triangle that isn’t planar. Triangulation may introduce new issues like pinching but that normally isn’t an issue with low poly models (as in low poly models you’d start subd modeling with) at least in my limited experience
Is it best to retopologize for 3d printing?
Ngons and Triangles: Booleans often create ngons (polygons with more than four sides) or triangles in the resulting geometry. Ngons and triangles can lead to shading issues, as they might not interpolate normals properly across their surfaces, causing uneven shading or artifacts.
Always a joy to see a new upload. thanks.
I'm a little confused if thats really a production ready solution especially if you're working with other companies 🤔
(not the shader method)
I did some tests and what works out the for me the best is to remesh it after the boolean operation.
Meshmachine is great but its still not perfect in my opinion ...( hope this will change soon)
Whats the disadvantage of using a Subd method ?
....coming from 3ds Max & I'm pretty new to blender 🙈
Non-Manifold Geometry: Booleans can sometimes create non-manifold geometry, which means the geometry has irregularities that don't adhere to the standard rules of clean 3D modeling. Non-manifold geometry can lead to shading artifacts and unpredictable results when rendering, as the software struggles to calculate proper normals and shading across these irregular surfaces.
Poosti
cheers bro
Hey Josh, I’ve been an aspiring 3d Modeler for games, creating both hard surface and organic surface models for games. I’ve been following your channel for awhile because of your great tips and knowledge, but one particular question I always can’t seem to find online is how to do these kind of tricks when you need to convert your end result to low poly?
Almost every approach online I have seen recommends that you use higher resolution, which does work and gets the job done for the high res model, but when baking the high poly cylinder to the low, i always get large artifacts or distortions around the bend where it enters the hole cut into the cyllinder, and i’m never quite sure how to perfect that kind of low topology to fit higher resolution cuts into the mesh. I would really love to see any advice or a tutorial on this kind of subject, as it’s one i’ve been struggling with for over 8 months now
Clean Topology: Booleans can produce messy or unclean topology, with intersecting edges, duplicate vertices, and other issues. Clean topology is essential for proper shading and rendering. When booleans create messy geometry, shading artifacts can occur, especially when the software calculates normals and shading across these irregular surfaces.
Subdivision Surfaces: If you're using subdivision surface modifiers in your modeling workflow, booleans can lead to pinching or uneven smoothing when applied to a surface with varying densities of vertices. This can result in shading problems along the edges of the boolean operation.
Malaka
I kinda miss those modeling video series like the robot ball.
Hello sir,
You got an awesome video...before watching your beginners video I almost gave up blender and back to blender because of your video... But I have one kind request... I have so many great videos you have ... But the problem is it's hard to start for beginners cause all videos are mixed up and not in any order for new uses like me ... Please add all begging guides to one playlist will be greatly helpful... It's a kind request 😁🙂😁🙂😁😁😢😢😢😢😢😢😢
Consider Boolean Order: The order in which you apply boolean operations can affect the results. Experiment with different orders to see which one produces cleaner geometry and better shading.
The mesh machine workflow is fine for allowing you to safely add a bevel modifier, but it returns with the same shading issues as before. Not a perfect solution sadly
Not the point of the tutorial but remember to try and line and up whatever youre intersecting best you can before applying bool. Just to save some work for yourself. Mesh Machin3 and Quad Remesher have also saved me countless hours of cross eyed click click click time time time tick tick ticks
5:10 - You can see, the shading issues are already a lot better
Narrator - *They weren't.*
so your solution is to make it higher poly, not making the topology make sense, i dont get it... not good guide for videogame assets
This has nothing to do with non-planar faces. In Maya, you can easily select non-planar faces (I believe you'd need a script for this in Blender,) to verify that indeed the boolean is *not* creating non-planar faces. The issue is that booleans struggle to calculate ideal vertex normals on curved surfaces. The lower the resolution, the more pronounced the imperfection due to it appearing on a larger surface area. Cranking up the resolution doesn't eliminate the imperfections, you're simply making them smaller. You're charging $1k for hard surface modeling courses when you don't even know something as fundamental as this? 🤨
This video is giving me an anurism. Quads don't matter? Ive always seen since the beginnig days of my 3d modelling journey that Ngons is cheating. Like a the roof of a house lacking any structural support. Fixing shading issues by increasing geometry by adding ring loops like that is blasphemy. Surely you're being satirical? 😂
You're right shading issues come from bent faces and a bit of clever retopology isolated to that specific area can help while maintaining proper edge flow so the model is tidy and geomtry is clean and allows for smoother bevels or proper distribution of chamfers.
I just can't accept that Ngons are ok. I couldn't sleep at night. I think the only way you get smooth bevels on ngon edges is by using special addons for blender.
Learn about how shading work on polygon. It could help you.
@@lightdark4340 I already know it's ok. I tackled a very tricky low poly 3 clover castle design recently for an AR project. Shading errors everywhere due to how low poly it needed to be and the very specific placements of windows which didn't conform to the natural edge flow of the walls shapes. I had to carefully isolate the edge loops around the trouble causing windows and join them strategically to the rest of the supporting edges. I can't get away with N-Gons and shading tricks when the models are for games
👍👍👍
Again and again... the same methods from video to video.
Alternatively, you could learn to model properly, which doesn’t take much time and gets you a job.
So how would you do it?
Hey please make videos on retopology
#lipo
#puri
#tugu
#kota
#benteng
#mallaca
atm_acehardware@triton