Instead of eyeballing the edge loop around the booleaned part on the sphere, select the boolean part, press I for inset, then O to make it an outset instead, to create an edge loop an even distance away from the boolean part.
I genuinely don't understand how this guy is so damn underrated!!! He deserves so much more attention for the amount of topology knowledge he shines upon us
At 3:02 you can select the cylinder mesh and inset then press ‘O’ to outset. This quickly gives you a uniform control loop on the outside rather than manually using the knife tool
oh my.. thank you! I've actually been duplicating, scaling and bridging edge loops because I didn't know outset was a thing. I feel like an idiot now using inset all the time but using a workaround to outset.
This is exactly what I needed. Awesome educational content with some really nice workflow tips, thank you so much! I'm currently modelling an old motorcycle. It requires a lot of clearly recognizable primitive shapes like cylinders in the same meshes as organic curvatures that I want to get perfect but often couldn't. In some spots I gave up and resorted to obscene amounts of subdivisions to try and limit artefacts in size. I'm currently at 2 million triangles and the bike isn't even half way done lmao. I really needed this :D
Awesome video as always Thomas! I always wanted to know what were the main challenges you faced when you started 3D and how you overcame them, since I'm a beginner and am slowly learning from awesome UA-camrs such as yourself, it would be really helpful to get some insight! Also waiting for the 3rd part of the Karambit workflow.
Thank you Joel! Well I did my 3D studies in a 3D school, so I had real teachers to help me. But I think the biggest challenge I faced was to understand how to get a good edge flow. It was not hard to overcome because I had 3D courses everyday 5 days / 7, 8 hours a day. The 3rd part of the karambit will be posted soon, it is the next video :)
Thats great! I unfortunately don't have any dedicated teachers and am learning everything off of the internet. I have the same issue with getting the edge flow right and sometimes not figuring out the right way to use primitives and being able to properly visualize the model that I want to make. I'll be waiting for the 3rd part and other interesting tips regarding the ideal workflow. Thanks again!
Thank you so much for sharing your knowledge! I make models for 3d printing, but topology is important to me, so the slicer can interpret my design correctly and it will be easier to modify by me or my colleagues in the future
You'll want to use booleans for 3D printing. Easy to modify anything since its non destructive. Topology doesn't matter for printing, the slicer converts it.
The best way is to boolean correctly from the get-go, rather than having to resort to cleanup after-the-fact. That being said, doing cleanup correctly is a necessary skill in an of itself. There are videos that explain how to automatically do a smart boolean. Ian McGlasham explains this in detail
Hey man! Thank you very much! I don't include the screencast keys in my videos because I made my own custom shortcuts. So you would not be able to follow what I'm doing. But i'm planning on making a video about my hotkeys on Patreon (a free video that everyone can watch even if they are not subscribed)
Very handy!, Thanks! but can I make a duplicate of the non sphere object make it a little bigger and use knife project so I don't cut the bevel manually? wouldn't that be handy as well?
Working with a shrinkwrap modifier, you need to also exclude the boundary loop from vertex group, leaving support-loop the last thing assigned to a group. Otherwise you chamfer is gonna be bad.
Speed it up by selecting two or more faces near each other that could be quads and x / dissolve faces. Then you can dissolve edge loops, edges, and vertexes without gg/sliding them. Just select all of the loose vertexes that aren't for quads and x / dissolve vertices. Way faster than one-by-one manually snapping vertices. You can also speed it up even further when you learn how to subdivide two edges to split a face, then knife tool to cut nearby faces to create quads again. Quad flow is also helpful when you start to understand it. Aim your quads by rotating them so your brain can rationalize the pattern, then run your cuts / procedures to get your edge flow. You'll be way more productive than manually editing thousands of vertices. Also consider just deleting offending faces, adding an edge loop where necessary, then "bridge edge loops" to join sections together. Save yourself hours from cleaning up boolean ops.
How did you remove edges without deleting them? (the faces remain) I learned a few basic things from this I never knew existed, so this video was extremely helpful despite having 8 years of experience with blender already lol. learning GG translates a vertex along the normals changed my world view, and I would use merge by distance/remove doubles to join my verts instead of pressing J this entire time. So thanks for making a simple and helpful tutorial.
One of the most challenging aspects I've found while self-learning modeling is using booleans to combine objects and tidy up the intersections. Even watching this video, it still feels quite difficult, to be honest.
a plain face (or ngon) produces shading artefacts if you use a subdivision surface modifier. But not everytime. In this case, it's a flat surface so you could leave a ngon. But in general, it's better to keep all quads geometry. Especially if you want to add wireframe renders in your portfolio to showcase your 3d modeling skills as a 3d modeler.
I have been trying to cut a rectangle on a face of a cylinder after I apply Grid Fill, but the lines on the face are not straight, can you explain how I can do that?
What if you actually used some triangles, as in not focing yourself to stick with quads. Seems too much stretching vertex to force it quad is not good.
Hey man, I can't add screencast keys because I made my own custom shortcuts. You would not be able to follow. That's why I'll tell the default shortcuts vocally in the next videos!
It's the mirror modifier from HardOps wich is a paid Addon, it does exactly the same as the regular default mirror modifier, but it allows to choose the axis way faster 🙂. It's not needed to follow the tutorial but it can improve your modeling speed!
I just watched the video of Aryan explaining the best way to construct objects in Blender. And after watching your video, I'm lost. What is the best technique, boolean or non-boolean ?
Well, I don't agree with people who say "don't use booleans". Booleans are very powerful when you know how to clean up the topology. I'm a professionnal 3D modeler and this is what I do for a living, and it is used everywhere in all the studios. People on UA-cam usually don't recommand to use booleans because they don't have enough topology knowledge. But I honnestly say : use them. You'll definitly become a better modeler if you know how to use booleans properly. It also allows to to make very complex models with complex details that you would struggle to model without use them. I do 3D modeling since more than 10 years and I can say that I have a very good understanding of topology, and booleans make me work way faster than people who don't use them
@@ThomasColin3D I'm trying to learn Blender. Before this, I worked with Fusion 360. I agree with you; booleans are really useful. However, I wasn't sure about Blender. Thanks for your answer 🙏🏻
@@cabeunicolas6069 J'y vais sans réfléchir c'est comme le vélo une fois que tu maîtrises t'y penses plus haha. Du coup non je ne mets pas de deadlines pour ce genre de petits projets
I'm struggling to understand the point of making the topology like this instead of doing the minimum for the model to look how it needs to look and optimized. I'm used to working with as little time as possible to get a render out. What line of work needs this kind of modeling? Also isn't adding edges on flat planes worst for optimization let's say for a game?
Well it depends of what you want to achieve. if you want to model a gun for example, it's not a single piece of metal. It's made of multiple parts, so you have to model each parts seperatly. I hope it answers the question ?
Because in a professionnal environnement, ngons are banned almost all the time. In the video game industry, I guess they are fine, in the VFX industry, you would be fired lol
Yep, I don't understand why the high pitch kindergarten music became a thing over time. That said Thomas your understanding of topology and work is really impressive. 💯
The topology is ok, I would argue about the edge flow on certain parts of the model, but honestly it’s not a big deal. Also the trick with the Shrinkwrap modifier using a Vertex Group is great. Paying attention to object deform after retopo is something not a lot of pay attention to. Nice job, Sir.
Too time-consuming. Instead of doing this, use the Quad Remesher Addon. I know it's expensive, but almost everyone is familiar with the Captain Jack Sparrow version. 😂
Yeah of course quad remesher is great, but clicking on one button will not make you a better artist. You have to know how to solve complex problems by hand!
@@ThomasColin3D Yup, you are right, we should have knowledge to work without addons but we know that time is very important thing in every field, so you should also advise your viewers to use addons to save time.
Subscribe to my Patreon for exclusive content and if you need some help on your projects : www.patreon.com/ThomasColin3D
Topology Warlord teaching the peasants, noble work as always my King
Thanks 😂😂
Instead of eyeballing the edge loop around the booleaned part on the sphere, select the boolean part, press I for inset, then O to make it an outset instead, to create an edge loop an even distance away from the boolean part.
I genuinely don't understand how this guy is so damn underrated!!! He deserves so much more attention for the amount of topology knowledge he shines upon us
Thank you very much for the kind words ❤️
You think you know topology until you're faced with those n gons
This was really educative
Thanks
@@Generic_mann you're welcome man :) thanks for watching !!
I've been modeling basic shapes and and structures for a few weeks now so this will be really useful for me going forward. Thank you for this video!
At 3:02 you can select the cylinder mesh and inset then press ‘O’ to outset. This quickly gives you a uniform control loop on the outside rather than manually using the knife tool
oh my.. thank you! I've actually been duplicating, scaling and bridging edge loops because I didn't know outset was a thing. I feel like an idiot now using inset all the time but using a workaround to outset.
@@Bassalicious there are an infinite amount of little things that seem so obvious in hindsight
This is the exact sort of problem I've been struggling with for days now. Very helpful, thanks!
Always happy to help :)
Wow, really a great tip with the shrinkwrap. Will try as soon as I get the chance
I use it all the time when I work on curved surfaces, you should include it in your workflow too! Your curvature will always be perfect 👌
Glad to see more subd people in the blender community. Most blender modelling videos is just boolean modelling
Thanks! Yes, with no understanding of proper topology...
Wich is fine in Blender but not as cool when you export stuff.
This is exactly what I needed. Awesome educational content with some really nice workflow tips, thank you so much!
I'm currently modelling an old motorcycle. It requires a lot of clearly recognizable primitive shapes like cylinders in the same meshes as organic curvatures that I want to get perfect but often couldn't. In some spots I gave up and resorted to obscene amounts of subdivisions to try and limit artefacts in size. I'm currently at 2 million triangles and the bike isn't even half way done lmao. I really needed this :D
Haha I feel your pain! Thank you so much bro!
bro you made a mistake by hiding all these years.you deserve more subscribers
just don't give up!
Haha thanks man. I didn't think about making videos before, but if I knew, I would have made them a long time ago!
On that edge where you eyeball, you can select it and inset, in the inset you inset outwards and it will give you a perfect offset to the edge.
Thanks for the tip man, I didn't know!
awesome video! i like that tricky topology videos a lot. by the way i m here because aryan shouts you out every single time! 😁
Thanks man! You'll find more complex topology videos on my channel 🙂
OH, YEAH - I AM LEAVING THE COMMENT ALRIGHT
And I did enjoy this video a lot
My God - that's just some magic with topology fixing right there
Thank you very much :)
How long have you been working on 3d Thomas? You are AWESOME!
Almost 11 years now :)
Awesome video as always Thomas! I always wanted to know what were the main challenges you faced when you started 3D and how you overcame them, since I'm a beginner and am slowly learning from awesome UA-camrs such as yourself, it would be really helpful to get some insight! Also waiting for the 3rd part of the Karambit workflow.
Thank you Joel! Well I did my 3D studies in a 3D school, so I had real teachers to help me. But I think the biggest challenge I faced was to understand how to get a good edge flow. It was not hard to overcome because I had 3D courses everyday 5 days / 7, 8 hours a day.
The 3rd part of the karambit will be posted soon, it is the next video :)
Thats great! I unfortunately don't have any dedicated teachers and am learning everything off of the internet. I have the same issue with getting the edge flow right and sometimes not figuring out the right way to use primitives and being able to properly visualize the model that I want to make. I'll be waiting for the 3rd part and other interesting tips regarding the ideal workflow. Thanks again!
The return of the king
Thanks 😂
Absolute banger of a video 🔥
Very profesional, delicate work ❤
Thanks Babarin 🙏👌
Thank you so much for sharing your knowledge! I make models for 3d printing, but topology is important to me, so the slicer can interpret my design correctly and it will be easier to modify by me or my colleagues in the future
You're welcome! 🫡 Thanks for watching 🙏
You'll want to use booleans for 3D printing. Easy to modify anything since its non destructive. Topology doesn't matter for printing, the slicer converts it.
ahhh it's so satisfying
Wow I didn't expect a comment from you!! Thank you so much Derek! 😄
Bro that thing looks beautiful!
Thank you very much ! :)
This will be useful for me in my Blender hobby pursuit.
Love it!
Great video as always :D
Thanks you very much :D
The best way is to boolean correctly from the get-go, rather than having to resort to cleanup after-the-fact. That being said, doing cleanup correctly is a necessary skill in an of itself. There are videos that explain how to automatically do a smart boolean. Ian McGlasham explains this in detail
Insane ! Thanks for sharing your knowledge 🙏
Youre welcome! Thanks for watching!
Eye opening video! Keep them coming!
Thank you very much!
a comment to appease the algorithm gods.
Fantastic video.
Thank you very much :D
Awesome video! It would be really nice if you could include in the video more shortcuts and hotkeys that you're pressing.
Hey man! Thank you very much! I don't include the screencast keys in my videos because I made my own custom shortcuts. So you would not be able to follow what I'm doing. But i'm planning on making a video about my hotkeys on Patreon (a free video that everyone can watch even if they are not subscribed)
Very handy!, Thanks! but can I make a duplicate of the non sphere object make it a little bigger and use knife project so I don't cut the bevel manually? wouldn't that be handy as well?
Thanks man! hmm I don't think so, you would still have some cleanup to do!
Bro, many thanks for your tuts! You've got a new subscriber 🎉
Thanks you very much 🙏🙂
Fantastic vid - thanks for sharing these awesome tips! 🙂
Thank you very much Robert!
That was so good! Thank you!
Thanks man
Working with a shrinkwrap modifier, you need to also exclude the boundary loop from vertex group, leaving support-loop the last thing assigned to a group. Otherwise you chamfer is gonna be bad.
Thanks :)
ur welcome!@@ThomasColin3D
great information
Here after Aryan tutorial, great work ❤❤
Thanks man!
Speed it up by selecting two or more faces near each other that could be quads and x / dissolve faces. Then you can dissolve edge loops, edges, and vertexes without gg/sliding them. Just select all of the loose vertexes that aren't for quads and x / dissolve vertices. Way faster than one-by-one manually snapping vertices.
You can also speed it up even further when you learn how to subdivide two edges to split a face, then knife tool to cut nearby faces to create quads again.
Quad flow is also helpful when you start to understand it. Aim your quads by rotating them so your brain can rationalize the pattern, then run your cuts / procedures to get your edge flow. You'll be way more productive than manually editing thousands of vertices.
Also consider just deleting offending faces, adding an edge loop where necessary, then "bridge edge loops" to join sections together. Save yourself hours from cleaning up boolean ops.
How did you remove edges without deleting them? (the faces remain) I learned a few basic things from this I never knew existed, so this video was extremely helpful despite having 8 years of experience with blender already lol. learning GG translates a vertex along the normals changed my world view, and I would use merge by distance/remove doubles to join my verts instead of pressing J this entire time. So thanks for making a simple and helpful tutorial.
hey man :) thanks for watching! I'm glad it helped you. Can you give me the timestamp of so I can answer more accuratly ? :)
looked the same as when I use dissolve edges on the right click menu, not sure that's what he did though.
@@ThomasColin3Dsorry for the late response! however trough my own experimentation I found it already; ctrl+x, dissolve selection.
Thanks for sharing!
You're welcome 🫡
This video helps me a lot !!!!!!
I'm glad you liked it :D
Great video!
Thanks you !
Amazing stuff 💯
Thanks alot 🙌
Thanks you very much 🙏👌
Awesome! Love this channel ❤
Thanks a lot ❤️
@@ThomasColin3Dalso forgot to ask, are you using the maya theme? I might switch to that, I think the blue looks nice.
One of the most challenging aspects I've found while self-learning modeling is using booleans to combine objects and tidy up the intersections.
Even watching this video, it still feels quite difficult, to be honest.
Bro can you tell why we should grid fill instead of just plain face?
a plain face (or ngon) produces shading artefacts if you use a subdivision surface modifier. But not everytime. In this case, it's a flat surface so you could leave a ngon. But in general, it's better to keep all quads geometry. Especially if you want to add wireframe renders in your portfolio to showcase your 3d modeling skills as a 3d modeler.
Nice! thank you
I have been trying to cut a rectangle on a face of a cylinder after I apply Grid Fill, but the lines on the face are not straight, can you explain how I can do that?
Of course, join my discord server and ask me that question again, i'll show you. Can you also send a screenshot ? 🙂
Is the shrinkwrap step only work in Blender? If you apply the modifier and export the mesh, does it retain its smoothness?
No, you can also do that on Maya (conform), and on 3dsmax
Nice one!
Thanks Andrei :)
very nice!
Thanks man!
What if you actually used some triangles, as in not focing yourself to stick with quads. Seems too much stretching vertex to force it quad is not good.
Can you pls open shortcut for next videos? I am new and dont know some of them
Hey man, I can't add screencast keys because I made my own custom shortcuts. You would not be able to follow. That's why I'll tell the default shortcuts vocally in the next videos!
perfect👌
Thank you!
Nice vid always❤ what would you be ur advice on getting better at topo and sub div modelling?
Thanks man! The most important things are to understand topology edge flow, and to remember to keep an uniform polygon density. (I mean squared quads)
Thank you ❤@@ThomasColin3D
Very Nice..!!!
Thanks 🙏
what did you use to join vertices here1:48
J 🙂
@@ThomasColin3Dsheit i used to press F and wonder why the edge remained in air
how did you mirror the object using the colored gizmo? is it any addon for blender? thank you
It's the mirror modifier from HardOps wich is a paid Addon, it does exactly the same as the regular default mirror modifier, but it allows to choose the axis way faster 🙂. It's not needed to follow the tutorial but it can improve your modeling speed!
Aryan is right. You're the master with this sh*t XD 🧡
Thanks man haha 🙏
I just watched the video of Aryan explaining the best way to construct objects in Blender. And after watching your video, I'm lost. What is the best technique, boolean or non-boolean ?
Well, I don't agree with people who say "don't use booleans". Booleans are very powerful when you know how to clean up the topology. I'm a professionnal 3D modeler and this is what I do for a living, and it is used everywhere in all the studios. People on UA-cam usually don't recommand to use booleans because they don't have enough topology knowledge. But I honnestly say : use them. You'll definitly become a better modeler if you know how to use booleans properly.
It also allows to to make very complex models with complex details that you would struggle to model without use them.
I do 3D modeling since more than 10 years and I can say that I have a very good understanding of topology, and booleans make me work way faster than people who don't use them
@@ThomasColin3D I'm trying to learn Blender. Before this, I worked with Fusion 360. I agree with you; booleans are really useful. However, I wasn't sure about Blender. Thanks for your answer 🙏🏻
@@Ceresdesign I used to work with 3dslax and Maya before, and blender is really the most user friendly software for polygonal modeling !
Trop cool ton taffe mec continu c'est du super contenu
Trop sympa merci 🫡
@@ThomasColin3D J'aimerais savoir tu te prévois une deadline pour ce type de projet ou tu vas au feeling ?
@@cabeunicolas6069 J'y vais sans réfléchir c'est comme le vélo une fois que tu maîtrises t'y penses plus haha. Du coup non je ne mets pas de deadlines pour ce genre de petits projets
Great!
Tis nice
Thanks man!
what the dog doing 😅, amazing vid btw
Ho there what them are U using it looks nice
Thanks dude!
@@ThomasColin3D So what them is it?
Nice! How to add mirror modifier so fast, is this an addon?
Thanks! Yes it is called HardOps, it's very useful. You just have to press alt X and choose the axis on the guizmo
@@ThomasColin3D Great, thanks !!
ah yes, a modern day wizard performing dark sorceries.
I'm struggling to understand the point of making the topology like this instead of doing the minimum for the model to look how it needs to look and optimized. I'm used to working with as little time as possible to get a render out. What line of work needs this kind of modeling? Also isn't adding edges on flat planes worst for optimization let's say for a game?
Even with this still dont know how this apply to gun topology since most of the courses use a lot of triangle
which screen recorder are you using for blender ?
Obs Studio
@@ThomasColin3D THANKS
what is the song of background?
1 : Best electro music - How to ruin an original
2 : Lovely - Amine Maxwell
3 : Stayloose - Storms
when its better to keep a loose part in a hard surface model?
Well it depends of what you want to achieve. if you want to model a gun for example, it's not a single piece of metal. It's made of multiple parts, so you have to model each parts seperatly. I hope it answers the question ?
Whst is this ball's
Good information, but the music made me want to jam a pencil into my ears
Hi Thomas, it appears the discord link is broken ? Thanks
Hey man, thanks for telling me! This link should work :) discord.com/invite/hmCTk3JEqa
wow
To make a good model with subdiv^2 - it takes a lot of time. I wish to had it more... ;_;
Exactly! It depends of what kind of model you want to make, but yeah, it usually take more time to make subd models!
❤🔥❤🔥❤🔥
❤️🙏
its too dark, i barely see the line
I'll change the matcaps in the next videos
i don’t get why people stick to quads when it’s a static surface, can someone explain why n-gons are so underrated 😭
Because in a professionnal environnement, ngons are banned almost all the time. In the video game industry, I guess they are fine, in the VFX industry, you would be fired lol
♥️♥️♥️☑️
Thanks for watching pal
Plz for the love of god, turn off or atleast tone down that annoying a** music!!
Content was lit as always 😊
Thomas you gotta use a different song lmao
Haha yeah i'll find some more :D
Yep, I don't understand why the high pitch kindergarten music became a thing over time. That said Thomas your understanding of topology and work is really impressive. 💯
that's an example of bad retopology
Maybe you could show us how you would do it ? 😏
The topology is ok, I would argue about the edge flow on certain parts of the model, but honestly it’s not a big deal.
Also the trick with the Shrinkwrap modifier using a Vertex Group is great. Paying attention to object deform after retopo is something not a lot of pay attention to.
Nice job, Sir.
Too time-consuming. Instead of doing this, use the Quad Remesher Addon. I know it's expensive, but almost everyone is familiar with the Captain Jack Sparrow version. 😂
Yeah of course quad remesher is great, but clicking on one button will not make you a better artist. You have to know how to solve complex problems by hand!
@@ThomasColin3D Yup, you are right, we should have knowledge to work without addons but we know that time is very important thing in every field, so you should also advise your viewers to use addons to save time.
@@MohdAsif-dc9ic Yep I agree!
this topology is wrong.
Make a video and show us how it should be done.
Nice :D Thanks
You're welcome! :)
show with texture please