Bro you are absolutely the best!!! Make more these kind of topology tutorials, because these basics are the most important things that everyone should know and understand how to work in these cases.❤️
Blender user here 👋 Your tips for topology were really helpful and easy to follow even tho I'm using a different software... Thank u a lot! 😄 New sub! 👍
Arrimus 3D I can't access your old lessons, I wonder if you could upload them to udemy again and sell them :) ? I have already bought all your courses on udemy, even though I don't even use plasticity, just to be able to support.
thank you for super interesting and useful videos. one thing I couldn't quiet catch is the name of the script you use to position the object on to another object instead of default select and place tool? im coming from maya and it had really nice quick snap options with middle mouse. was really missing fast object placement solution in 3ds max
This is relatively easy because the amount of vertices in the surrounding part is similar to the outside of the detailed part... can you do it again with a sphere with more/less topology and explain how to reduce/increase the poly count around the detailed part so it can be connected naturally?
Same as well. if he does blender then anyone can download a copy blender and then import their model, regardless of app and then send back to any 3d package, for free of expensive 3d programs from Autodesk.
Hello sir, great video! I am currently studying Maya and was wondering if i can do something similar in it? Conform in maya just "splashes" mesh over life surface is there a better way? Thank you
Oh man, I have not touched 3d modeling for 5 years and, as I can see, I forgot many things despite the fact that I had modeled for many many years before.
@@askeladden450 I actually enjoy most of Maya's interface, too bad it lacks modifiers and some other neat stuff that 3ds Max has (and vice-versa lol, wish Autodesk would just create a new DCC that combines both packages)
@@covakoma1064 You usually wouldn't want to put a SubD mesh into Unreal, but either way meshes are triangulated on export (.fbx) anyway. So isn't an issue. I can understand training beginners/intermediates to use all quads to understand topology, but once you know what you're doing Ngons can be useful in the right situations.
nothing makes me want to open 3ds max more than checking out a new Arrimus video! Thank you again sir!
Nothing makes me want to open 3ds max too 😂
Nothing makes me open 3ds max when we have maya and blender.
3Ds max is clear than blender thats for sure maybe maya but blender i think is ovverated i tried it wasnt worth the hype@@St0neZone
@@St0neZone so true bestie
Bro you are absolutely the best!!! Make more these kind of topology tutorials, because these basics are the most important things that everyone should know and understand how to work in these cases.❤️
Your videos are like ASMR, feels very relaxed after watching and energetic to try some 3d modelling.
Your topology tips are universal and very much appreciated.
You are the best instructor, Im glad to see you back. :)
Where can I find the script and what is the name? Thanks.
Blender user here 👋
Your tips for topology were really helpful and easy to follow even tho I'm using a different software... Thank u a lot! 😄
New sub! 👍
Same, this helped me in Blender too!
Arrimus 3D I can't access your old lessons, I wonder if you could upload them to udemy again and sell them :) ?
I have already bought all your courses on udemy, even though I don't even use plasticity, just to be able to support.
Arrimus 3D continues to delight us with great videos! 😊 Thank you!
you could use regularicer script to make the rounded groups of quads, then insert the created shape. Great tutorial!
Dear Arrimus, where can i find your great Polygon Homework series?
thank you for super interesting and useful videos. one thing I couldn't quiet catch is the name of the script you use to position the object on to another object instead of default select and place tool? im coming from maya and it had really nice quick snap options with middle mouse. was really missing fast object placement solution in 3ds max
Clavertech script.
Is there an alternative method/tool for Blender aswell ?
This is relatively easy because the amount of vertices in the surrounding part is similar to the outside of the detailed part... can you do it again with a sphere with more/less topology and explain how to reduce/increase the poly count around the detailed part so it can be connected naturally?
How could we apply the technique in Blender?
great video, would love to see the same tip for blender too
Same as well. if he does blender then anyone can download a copy blender and then import their model, regardless of app and then send back to any 3d package, for free of expensive 3d programs from Autodesk.
Hello sir, great video! I am currently studying Maya and was wondering if i can do something similar in it? Conform in maya just "splashes" mesh over life surface is there a better way? Thank you
Thank you for the topology trick !
Appreciate your work. Thank you man!
Oh man, I have not touched 3d modeling for 5 years and, as I can see, I forgot many things despite the fact that I had modeled for many many years before.
Awesome video, do you have any idea on how i can do this vertex constraint feature on blender? when i try to move a vertex it deforms the sphere :(
Press G twice
What’s the name of the script?
Awesome! thanks!
The smartest man who knows the most 3D apps! (Though Michael Pavlovich is a close second.) ;)
How did you place the insert details on the surface? Is it a plugin or something else?
"select and place" 3dsmax vanilla tool
Plane - conform. Detail to plane with Skin warp
I love you man! : )
thank you
Wow!
god bless you
❤
I really respect who works with 3dsMax, but i hate the interface. with all my heart. I tried to work with in 2001 and later in 2010. i simply can't.
Almost alll 'professional' DCC software have terrible and outdated interfaces. Maya, 3ds, zbrush, you name it.
@@askeladden450 I actually enjoy most of Maya's interface, too bad it lacks modifiers and some other neat stuff that 3ds Max has (and vice-versa lol, wish Autodesk would just create a new DCC that combines both packages)
Not great having E poles on an edge loop. Easier to just use a 5 sided NGon on the corners and TS will give perfect topo with less geo
@@covakoma1064 Blender has been fine with NGons for a number of years. Max and Blender both use the same SubD algorithm too.
@@covakoma1064 You usually wouldn't want to put a SubD mesh into Unreal, but either way meshes are triangulated on export (.fbx) anyway. So isn't an issue.
I can understand training beginners/intermediates to use all quads to understand topology, but once you know what you're doing Ngons can be useful in the right situations.
@@HLinX actually unreal 5 has nanite and you can put as much geo and engine will automatically reduce it, granted its something that is static only.
:D
Great! thank you master!