Mastering 3D Modeling: Top 5 Topology Mistakes to Avoid

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  • Опубліковано 16 лис 2024

КОМЕНТАРІ • 224

  • @OnMars3D
    @OnMars3D  Рік тому +15

    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

    • @tehprimelime1063
      @tehprimelime1063 Рік тому +3

      After taking a 5+ year break from 3D modelling to look after my mom I'm so happy to see these principals still in place and taught by lovely people like yourself. Keep up the great work and great to see how far you've come Mars!

    • @OnMars3D
      @OnMars3D  Рік тому +2

      Thank you, it's been a fun process!

    • @ЛешаСилкин
      @ЛешаСилкин Рік тому +1

      Can somebody explain the last tip?? U subd first - apply it, then add geometry and subd again?

  • @davexmit
    @davexmit Рік тому +198

    I love the 'base -> subdiv -> details' tip. Makes so much sense!

    • @OnMars3D
      @OnMars3D  Рік тому +15

      Glad it helped!

    • @valenalvarez3267
      @valenalvarez3267 Рік тому +1

      really helpful advice!

    • @JamesSmith-ix5jd
      @JamesSmith-ix5jd Рік тому +11

      How do you add details to the subdivided surface? By dragging faces around? Or selection masks with falloff?

    • @MBearr1221
      @MBearr1221 11 місяців тому +7

      ​@@JamesSmith-ix5jdI came here for an answer to this question as well and it seems no one has an answer, at least, not in the last 12 days haha. Maybe everyone else already knows how to add details to the subD mesh?
      My guess is to apply SubD in Blender and then add details, but then you can't go back to low poly... Idk

    • @ЛешаСилкин
      @ЛешаСилкин 11 місяців тому +2

      @@JamesSmith-ix5jd same shit. Why they dont unswer?))

  • @lawebley
    @lawebley Рік тому +89

    I'm not much of a commenter in general, but the sheer quality and value of your content is absolutely incredible. The approach is always clear and the workflows are just excellent all round. Thankyou for your effort, sincerity and passion.

    • @OnMars3D
      @OnMars3D  Рік тому +9

      Appreciate the kind words, thank you!

    • @Doubleaa500
      @Doubleaa500 9 місяців тому

      You definitely give enough information on each topic where it fufills any concerns without going into unecessary explaining or bringing in other side topics to confuse with!!@@OnMars3D

  • @nluan711
    @nluan711 11 місяців тому +11

    What you said in the video is basically what my 3D modeling instructor said this morning. I'm so glad newbies like me have people like you or my instructor.

  • @Kumar-bg6nr
    @Kumar-bg6nr 3 місяці тому +1

    Agreed, especially on the last tip. That is what is used in the AAA car models but you rarely see anyone on YT teaching that way and as a result, their models always have shading errors.

  • @opalstudios
    @opalstudios Рік тому +22

    I'm learning hard-surface and SubD modeling at the moment, and that last tip was huge. I kept beating my head against a wall trying to add details to my unsubdivided mesh, which was leading to tons of later shading issues and unnecessary topology. Working to the main form, then working smaller is a game changer. Thank you so much!

  • @Real_MisterSir
    @Real_MisterSir 11 місяців тому +14

    The last tip is something I use frequently when I 3D model cars, where clean reflections are paramount. Making sure all the large surfaces are perfect before considering fine details - and then post smoothing you work manually on those details.
    This is why it's important to not just learn high-poly or low-poly. You can benefit greatly from practicing both. They compliment each other, and understanding polygonal detail work through low-poly workflow is highly beneficial for high-poly projects when it's time to add the fine details without relying on smoothing them artificially.

  • @andresrodriguez2343
    @andresrodriguez2343 11 місяців тому +2

    Why wasn’t I taught these in my classes? Welp anyway at least the world has people like you

    • @OnMars3D
      @OnMars3D  11 місяців тому +1

      Appreciate it!

  • @DK_Krieg
    @DK_Krieg 11 місяців тому +1

    The tip number 5 just changed my life. OMG man that's really amazing

  • @giovannesouza6870
    @giovannesouza6870 Рік тому +17

    Yeah, I have the same reaction as you did when I discovered (with you) about the details over the subdivided mesh, and not the base mesh.
    I always did like you did before: trying hard to put everything in the base mesh, trying to do in the most clean and low poly way as possible. This gave me headaches in some models, Jesus!
    I discovered about this watching your Datsun videos that you showed now in this video (trying to model a Miata Mx5, and doing well untill now). If I get enough time to end the model, I'll try to show to you, because your videos was part of the entire process.
    I work in 3D industry for a decade, but in Archviz area. Usually, we don't need to model too much, we model simple things. The more complex models are specifc furnitures, but it's way easier than a car, for example. Furniture is usually handmade, and it's not very precise, sometimes we model without blueprints with just one terrible perspective photo, it's small. But with car, I can step up my modelling skill. Try to get precise highlights that goes through the entire car body is way harder. But it was a happy moment when I achieve a great result, like all the references that I got. Anyway.
    Great content, your channel is awesome!

    • @OnMars3D
      @OnMars3D  Рік тому +3

      Thank you, much appreciated!

    • @The_Curious_Ra.ke01
      @The_Curious_Ra.ke01 Рік тому +1

      I also had same reaction. I also try to put all details in base mesh mess and then apply subdivision. But final advice is really eye opening.

    • @ChristopherBurress
      @ChristopherBurress 11 місяців тому

      So is the subd applied to the object then you go back into to add the details?

    • @Casual_Posts
      @Casual_Posts 11 місяців тому

      ​@@The_Curious_Ra.ke01after adding the details what next?? Agn applying subd right? If we don't apply the subd after detailing then the details we added later in the subd mesh there border n edges will remain hard and not smooth.. So i m asking.. Kindly answer it will help...

  • @derekadair5320
    @derekadair5320 11 місяців тому +1

    Rare practical advice aimed at serious 3d modelers. I very much like the context you give this video and plan to dive into your content. Thank you for sharing.

  • @alexschmidt1114
    @alexschmidt1114 11 місяців тому +1

    That last tip!!! SO simple yet never passed my mind, thanks man good video

  • @ai_zj
    @ai_zj Рік тому +2

    Because of that Artstation post, I paused and spent an hour or so to figure out how to get a clean surface topo similar to his first example. While I did eventually realize the correct way as how the senior modeler explained, I wish I simply watched the whole video instead. The devil truly is in the details.💀-1hr
    Also, it's crazy how you're way on point with these videos! Sets this channel apart from the rest.

    • @OnMars3D
      @OnMars3D  Рік тому

      Glad to hear it, and thanks for the kind words!

  • @MetalGearMk3
    @MetalGearMk3 Рік тому

    that last tip is a game changer for me too.

  • @atk1152
    @atk1152 11 місяців тому +2

    the way how i deal with tri and Ngon is treat it like art picture if it isn't in the focus view don't put too much paint on it, if the tri or Ngon in an area that isn't affect by the bone riging and edge leave it be could save your sanity and polycount

  • @hectorescobar9450
    @hectorescobar9450 11 місяців тому

    That last tip was super key for me too. Not many people talk about it

  • @The_Curious_Ra.ke01
    @The_Curious_Ra.ke01 Рік тому

    Last advice is really eye opening. I never thought to add details after subdivision. I always try hard to put all details in base mess and then apply subdivision.

  • @rohanrazaghi1198
    @rohanrazaghi1198 Рік тому +1

    man i loved your last tip
    it took 2 years for me to learn that LOL. your amazing

    • @OnMars3D
      @OnMars3D  Рік тому +1

      Glad it helped my friend!

  • @mekoy
    @mekoy 6 днів тому

    Last tip is really useful. Thank you

  • @theman7050
    @theman7050 Місяць тому

    Thanks for making sense of 3d modelling😊

  • @Asas_TV
    @Asas_TV Рік тому

    You just blew my mind with that last tip. Jeeze. I feel like i should've realized that

  • @gurleensingh4286
    @gurleensingh4286 3 місяці тому +1

    sir, you are great inspiration

    • @OnMars3D
      @OnMars3D  3 місяці тому

      Many many thanks

  • @mus_cetiner
    @mus_cetiner Рік тому

    That liast tip and support loops are really important and I do forget.

  • @xbrisk8808
    @xbrisk8808 Рік тому

    My thoughts during tips 1-4 "Ok, ok, i know that, ok". listens to tip number 5 *Mind blown*. This is why I love watching tips and trick videos, there is always something new to learn:D

  • @MatejOndra-e8k
    @MatejOndra-e8k Рік тому +1

    Hey Aunmar, I just wanted to thank you for your educative content that helped me land my first internship in the game industry as a vehicle artist. Your Datsun series taught me a lot. Thank you

    • @OnMars3D
      @OnMars3D  Рік тому

      That's really awesome, glad to help!!

  • @AstrayCG
    @AstrayCG Рік тому +7

    Good video! Some extra for the tip at 8:02 though: Consider using Crease on the edges that you want to stay hard before subdividing, it prevents them from smoothing so you can still easily add the support loops around them

    • @artbybruno1734
      @artbybruno1734 Рік тому

      💯🎯

    • @OnMars3D
      @OnMars3D  Рік тому +1

      Thanks for the tip, hoping to cover creasing in future videos!

  • @Korczys
    @Korczys 3 місяці тому

    That's content for me! I feel like the algorithm listened to my thoughts. It's scary, but I'm happy 😅

    • @OnMars3D
      @OnMars3D  3 місяці тому +1

      It's scary how good the algorithm can be 😂

  • @user-yl4lf9mh1w
    @user-yl4lf9mh1w Рік тому

    the beautiful thing about proper sub-d modeling workflow is you can make a low poly model, that is also a hero quality film ready model by just adding edge loops in the right way

  • @derekadair5320
    @derekadair5320 11 місяців тому

    Tip 5 is gold. As a VERY new modeler (

  • @maxleveladventures
    @maxleveladventures 11 місяців тому +1

    That last tip was a realization I had about a year ago while also working on car model. The only downside is that you better be pretty certain you don’t need to make any super low frequency changes to the shape, or you may end up doing retopo sooner than you planned 😅
    Solid tips! I’m definitely going to check out the artists mentioned in the video.

  • @lawrencedoliveiro9104
    @lawrencedoliveiro9104 Рік тому +1

    0:38 This where those misnamed “poles” (actually “extraordinary vertices”) come in. In order to have fewer edge lines in some places and more in others, you need to be able to branch them where they join. 5-verts and 3-verts are useful for this purpose.

  • @myztazynizta
    @myztazynizta Рік тому +4

    We need content specifically about number four. Many graphic designers familiar with bezier curves instinctively try to use side effects of subdivision surface to control form with as little detail as possible. When we learn that for subdivs to be used properly we need 6x or 8x more geometry before adding subdivs, we get stuck. We don't know how to work with that much geometry manually without it taking dozens of hours that we don't have.

  • @eltreum1
    @eltreum1 4 місяці тому

    Great tips. I do stuff mostly for VR in game engines, so render budgets are tight. The last tip is huge. It saves time and leaves your options open for planning the finer detail stuff later. Not every detail needs to be in the mesh, just the defining and prominent lines and silhouettes/shadow casters to support the shape stably under lighting and animation. If it's some deferred or still image render or ultra close-up with intricate details with advanced lighting or needs to still look sharp on raytraced water reflections use as many polys as it needs and never complain about the extra render time lol. Things like bump and reflect map shaders can make a low poly form look more detailed than it really is sometimes but those have budgets too. A master texture artist can also augment that even further with their use of shadow/highlights on the base texture to support the shaders or not even need shaders for some things. You can spread the detail work out to get the best use of render budget and vRAM depending on the goal of the project.

    • @OnMars3D
      @OnMars3D  3 місяці тому

      Great points, thanks for sharing!

  • @sitrixs9409
    @sitrixs9409 11 місяців тому

    Thank you for your time making this video, I have started to journey of 3D modeling and felt pretty much stuck with the exact issues you have presented. Especially the fifth, no sub-d application until the model is done.

  • @MamadMoghadam93
    @MamadMoghadam93 Рік тому

    I'm actually at your tip 5 stage! Thanks for mentioning that

  • @lawrencedoliveiro9104
    @lawrencedoliveiro9104 Рік тому

    1:09 I would add one or two inset edge loops around that triangle fan. That way, when you add a subdivision surface modifier, you won’t get that weird wrinkly effect.

  • @ars3849
    @ars3849 8 місяців тому +1

    Great video

  • @jeanpierrepolnareff9919
    @jeanpierrepolnareff9919 Рік тому +8

    To follow along on that last tip, if you are making a real time 3d model/game asset you can also bake many of the details from the high poly into a low poly mesh, and you could be very surprised how much you can get away with it.

    • @OnMars3D
      @OnMars3D  Рік тому

      Yup, I talk about baking high to low earlier in the video here: ua-cam.com/video/wRPtxydqDuE/v-deo.html

  • @pillargodplays160
    @pillargodplays160 Рік тому +1

    The idea of of adding details after you subdivide is breaking my brain right now haha but I’m interested to hopefully try it out in the future!

    • @OnMars3D
      @OnMars3D  Рік тому

      Give it a shot and let me know how it works out in the Discord!

  • @FlashySenap
    @FlashySenap 8 місяців тому

    My biggest problem when learning blender and Poly count is that I was making skins for a game (not at an employee, just for fun). But I have no idea what the ideal polycount should be and I kinda hoped to have a more standardized answer as I really was hoping for the model to be added to the game as they do sometimes (Steam community workshop). I decided to take some models from the game and use their polycount as a guideline. By doing that I was able to know what to aim for.

  • @fahim618
    @fahim618 9 місяців тому

    woah! really? the last one was something amazing. I'm glad I watched the full video. Thank you man

  • @AustinSnider
    @AustinSnider 2 місяці тому

    Low-Poly Base for Form [Maya/Blender] -> Sub-D Higher Detail Mesh [Maya/Blender] -> Low Poly Optimized to fit Sub-D High Poly [Maya/Blender] -> Unwrap Optimized Low-Poly Base [Maya/Blender] -> Bake maps (Normal/AO/ORM/etc.) from HighPoly to Low-Poly Base using [XNormal/SubstancePainter] -> Apply intricate details, textures and materials [Photoshop/Krita/SubstancePainter] -> Smile :)

  • @sqwert654
    @sqwert654 Рік тому

    I used to model in Fusion360, export to 3dsMax and retopo and then create the high poly. Now I Model in a low Fusion360, copy the mesh and add all the high poly details. Export as a low detail obj , export the high as a high detail obj to bake with. The result is a triangulated low , a slight pain to UV but it has a very low vert count and high accuracy in terms of form. This workflow is also very fast.

  • @cafeiketson2653
    @cafeiketson2653 11 місяців тому

    Great tips. I learned all these through trial and error except that last one. I would really love to see that last tip in action. Maybe in a UA-cam short 😁

  • @Youshisu
    @Youshisu 9 місяців тому

    great tips, that first issue is a problem, gonna watch your tut and see if it helps avoiding whole model edge loops :D

  • @validol696
    @validol696 11 місяців тому

    Thanks a lot! It's look like simple issues, but so difficult to figured out for myself. Subscribed.

  • @cyborganic
    @cyborganic 11 місяців тому

    Thanks for the tips helping out beginners!

  • @shynnobi
    @shynnobi Рік тому +1

    Thanks for the video! It’s super helpful, the mistake 5 blew my mind as well 😮😮 I’ll definitely change the way I do subd modeling

  • @helgemaus1090
    @helgemaus1090 9 місяців тому

    Wow, that was really useful. Thanks a lot!

  • @nicolaizafra9705
    @nicolaizafra9705 Рік тому

    This is a good refresher sir thank you!

  • @Mr2e2e2e2
    @Mr2e2e2e2 Рік тому

    👏👏👏Great Video! Essential and straight to the point!

  • @randywilliams6248
    @randywilliams6248 Рік тому

    Always a great teacher, you've come a long way since IADT!

  • @andraslibal
    @andraslibal 11 місяців тому

    Looks like a very useful channel to follow.

    • @OnMars3D
      @OnMars3D  11 місяців тому

      Glad you think so!

  • @ReaperTheRager
    @ReaperTheRager Рік тому +2

    Tri count and tri usage are definitely ones I struggle with. Also, the tip about protecting the extrusion I just did for a Sculptober piece. Not even sure why I did it but it just felt right to do. Unfortunately the tip about detailing after SubD I failed to do on that very same piece so there is a small error when it comes to a hole in a cylinder but the silhouette is fine so it worked out lol

    • @OnMars3D
      @OnMars3D  Рік тому +2

      All good, it's part of the learning process!

  • @abdullaharshak.n7870
    @abdullaharshak.n7870 Рік тому

    Hey dude. I learned lot of modeling techniques from you. Practical explanation. Please make more content for us

    • @OnMars3D
      @OnMars3D  Рік тому +1

      Glad to hear it, more to come!!

  • @pinnitt
    @pinnitt 11 місяців тому

    Great tutorial! One suggestion- please use higher contrast colors for your example shots. Black lines on blue is hard to see 😊

    • @OnMars3D
      @OnMars3D  11 місяців тому

      Noted, thanks for the suggestion!

  • @DonC876
    @DonC876 11 місяців тому

    For game models you will also have to care about your uv splits, hard edges and normals in general. uv splits and hard edges will increase your vertex count and often times you will need to use face weighted normals with simple bevels to create a nice high poly like shading. But even when you're baking from highpoly, the normals in your lowpoly still matter a lot and will determine if your normal maps will give a good result and compress well. It's also important to know that very feint normal map details will quickly get crushed by texture compression and mipmapping, so sometimes it's better to exaggerate the bevels a little.

    • @DonC876
      @DonC876 11 місяців тому

      Also when thinking about gpu performance in regards to polycount, you should always have in mind that gpus work in blocks of 2x2 pixels generally and if they have to shade a triangle that is only one pixel small, the gpu will do the work for 3 additional pixels for nothing. So the size of the model on the screen and the target resolution are defining factors in how polycount affects performance (to a degree obviously). That's one of the big issues that Unreal Engine 5s Nanite System solves.

  • @marcapouli7805
    @marcapouli7805 3 місяці тому

    In the past 10 years I have watched countless videos about topology, but I still can't create anything because of that. I wish I had an instructor or a friend that could help me

    • @OnMars3D
      @OnMars3D  3 місяці тому +1

      You should join my Discord: discord.com/invite/83MMpPrE
      We've got a bunch of people helping each other out from modeling and topology to texturing and rendering.

    • @marcapouli7805
      @marcapouli7805 3 місяці тому

      @@OnMars3D That is very kind I appreciate a lot !!

  • @artbybruno1734
    @artbybruno1734 Рік тому

    Great video and excellent points. I can see it takes time and effort to put something like this together. So, congrats!
    Thanks for the mention also! ☺🤙

    • @OnMars3D
      @OnMars3D  Рік тому +1

      Thanks Bruno, appreciate your models as well!

  • @nihilnihilnihil
    @nihilnihilnihil Рік тому

    I don't quite understand the last tip about adding detail after subd and how that would help, any vids on the subject I can check out?

  • @tabalk
    @tabalk 4 місяці тому

    very informative and useful

    • @OnMars3D
      @OnMars3D  3 місяці тому

      Glad it was helpful!

  • @2Anast
    @2Anast 11 місяців тому

    Thank you very much for your videos!

  • @BVCStudios
    @BVCStudios Рік тому

    Phenomenal advice, 100%

  • @ShineLine3
    @ShineLine3 7 місяців тому

    Thank you, sir.

  • @YahiyaJasem
    @YahiyaJasem Рік тому

    Great video my man

  • @seankennedy4548
    @seankennedy4548 Рік тому

    Excellent advice

  • @shreyaskhambhayata7715
    @shreyaskhambhayata7715 Рік тому

    Awesome video man!

  • @justcallmecat
    @justcallmecat 7 місяців тому

    I have a part on my model that I couldn't figure out how to get rid of a tri, but I decided to leave it there because it's in the middle of my character's horns, it's very small, no one would see it and it will never move

  • @SZ1NA_
    @SZ1NA_ 6 місяців тому

    Still dont understand the "use a subd and and details" part, would love a video on it!

    • @OnMars3D
      @OnMars3D  6 місяців тому +1

      I've gotten this question quite a bit, I'll work on this soon!

  • @MrFrost-xh6rf
    @MrFrost-xh6rf Рік тому +2

    Iv always added support loops around my extrusions. I didn’t know that’s a legit technique, this whole time I thought I was cheating/ doing it improperly

    • @OnMars3D
      @OnMars3D  Рік тому

      Nope, you're doing it right!

  • @noobandfriends2420
    @noobandfriends2420 Рік тому

    In my self taught adventure to learn 3D modeling, I usually run into the issue with poles in tutorial videos. The #1 thing I hear is to avoid them unless necessary. When you're just learning, you have no idea what is a necessary pole or not. I saw surprised there wasn't anything mentioned here. It makes me think that at a professional level, it is obvious that poles are abundant and necessary to do any high quality modeling.

    • @LFSPharaoh
      @LFSPharaoh Рік тому

      I don’t do any soft body stuff but I know the poles found on faces (actual faces for characters), specifically the location have been found to be the best over time. I do car modeling related stuff, and every front fender has a strategically placed pole that connects the circular, wheel part, to the flat top where the hood connects. It’s definitely advanced stuff that I wish to learn more about. Same boat, self taught adventures :)

    • @OnMars3D
      @OnMars3D  Рік тому

      Poles are unavoidable but something you want to use to control the edge flow. Great point!

  • @Alander787
    @Alander787 Рік тому

    That last tip hit me the same when I found out about it while watching some tutorial. I was also like, wait we can do this? Why didnt I do this earlier and I felt like a complete dummy :D
    Great tips otherwise, really nicely put video

    • @OnMars3D
      @OnMars3D  Рік тому +1

      Definitely felt the same 😂

  • @playcebovision5319
    @playcebovision5319 Рік тому

    Well, this video makes me feel good about myself. I've been learning how to model and retop, and it's been a lot of trial and error, lots of restarts, and I've definitely made just about every single one of these mistakes, but I've been making them less and less and less 😭
    Thank you for this video, and def will check out those game artists.

    • @OnMars3D
      @OnMars3D  Рік тому

      It's definitely a process, glad you enjoyed it!

  • @keithtam8859
    @keithtam8859 11 місяців тому

    thank you big time!!

  • @user-og6hl6lv7p
    @user-og6hl6lv7p Рік тому

    Lower polycount means less surfaces to calculate when doing collision detection. Good developers will use generic shapes instead of the base mesh, for obvious reasons, but if you want to do accurate surface detection, say for decal painting, you're pretty much forced to use a low poly solution. If not, well, you'd better have a damn good at spatial partitioning algorithm up your sleeve.

  • @nl8345
    @nl8345 10 місяців тому

    Very helpful video, even as a newbie. And I'm guessing knowing when to subd before detailing is mostly a matter of experience and practice, right?

  • @MakeingSimpleHard
    @MakeingSimpleHard 9 місяців тому

    Another quick note, if you make assets for games, game engines render and calculate models in tri’s anyways. Still want good tapo, but you’re not going to get fried if you have a tri here and there.

  • @simonstory29
    @simonstory29 11 місяців тому

    Really helpfull, cheers.

    • @OnMars3D
      @OnMars3D  11 місяців тому

      Glad it helped

  • @akashsarkar1989
    @akashsarkar1989 Рік тому

    I am new to modeling.. How can i learn ngon topology what these means & how these works?? Can u suggest some channel for modeling??

    • @OnMars3D
      @OnMars3D  Рік тому

      If you're learning topology, definitely avoid ngons. I cover topology in more detail here: ua-cam.com/video/rwW6HpOcAuw/v-deo.htmlsi=7iXsTQeNBlLDnEg6

  • @SilasMckeeIII
    @SilasMckeeIII Рік тому

    Also trying to get pockets and zipper flaps into pants is not only something I use to struggle with but still do. The problem isnt getting them to look right tho, its getting it properly rigged and weight painted.

  • @Apheleion
    @Apheleion 11 місяців тому

    i struggle soo hard with topology i can sculpt and texture no problem but man topology kills me sooo badly, It takes me out of the work creatively and grinds my production to a halt.

  • @SilasMckeeIII
    @SilasMckeeIII Рік тому

    well i liked and subbed, this was great

  • @mrjuicejar_yvk
    @mrjuicejar_yvk 6 місяців тому

    The last tip.... the last tip just opened my third eye

    • @OnMars3D
      @OnMars3D  6 місяців тому

      Yeah, it's a game changer!

  • @insigniya116
    @insigniya116 8 днів тому

    Hey bro make a new video on topology for hard surfaces and game asset it will be helpful 😃❤️

  • @LuiNogueira
    @LuiNogueira Рік тому

    awesome tips

  • @muminaq9485
    @muminaq9485 11 місяців тому

    last tiip is groundbreaking I thought it was illegal

    • @muminaq9485
      @muminaq9485 11 місяців тому

      IT SOLVES SO MUCH PROBLEMS

    • @OnMars3D
      @OnMars3D  11 місяців тому

      Same here 😅

  • @giahienao2218
    @giahienao2218 9 місяців тому

    so just model the base form, smooth it then add more details, and then smooth again to finish?

  • @bluehabs
    @bluehabs Рік тому

    question for add detail in subdivided level.
    it's depend on the context right?, and for that case, it's for the model meant to be baked
    if it's not the case, the lowest subdiv still need to capture the silhouette right?

  • @adeldaryabeygi8242
    @adeldaryabeygi8242 Рік тому

    hello and thank you for this great tutorial. i have a question : if i use quad topology and triangle topology in my 3D model, is this wrong? my 3D models are rims for marketplace and when I use the bevel modifier and select the arc option from the geometry section and miter outer section, the topology becomes n-gon and quad. that I have to triangulate them in order to correct them.

    • @adeldaryabeygi8242
      @adeldaryabeygi8242 Рік тому

      But the person who buys it can easily apply the Sub-D modifier on it so that the topology is completely quad and there will be no problem.

  • @hray2281
    @hray2281 Рік тому +1

    I am still having issues when it comes to the wavy pattern on cylinders when baking, most of the time 32 edges is enough to prevent that, but when i want to go lower like 24 or less edges, it just wont work. I have read the solutions to this online of baking with more edges and then removing edges after and that has worked in the past but for some details that more complex it just isn't feasible. If you made a video on baking cylinders, that would be a lifesaver for a self-learning guy like me wanting to model environment art for games.

    • @lawrencedoliveiro9104
      @lawrencedoliveiro9104 Рік тому

      You’re talking about the triangle fans on the end faces? The simple fix is to add one or two supporting loops close to the circumference. That will fix the wrinkly-subsurf problem.

    • @OnMars3D
      @OnMars3D  Рік тому +1

      I feel your pain and info through this regularly when baking cylindrical objects. I definitely plan to cover this in an upcoming video soon!

    • @hray2281
      @hray2281 Рік тому

      @@OnMars3D yeah, also the super black highlights or the opposite effect of white highlights when trying to bake a high to lowpoly soda can around the rim for example is something I’m trying to figure out. For example the new Spider-Man game has a lowpoly soda can and I wonder if they even used a high poly because their can is like 16 sides but has no baking artifacts from what I can tell.

    • @hray2281
      @hray2281 Рік тому

      @@OnMars3D thank you for replying!

  • @bidibuzz7696
    @bidibuzz7696 Рік тому

    Woaw amazing for all that, I'm a junior that just started in the vfx/animation industry and all those tips are gold mine for me, I see myself so much in your last tip ahah Thanks !

    • @Golan_Vivaldi
      @Golan_Vivaldi Рік тому +1

      Congrats!! Hope your job is good!

    • @bidibuzz7696
      @bidibuzz7696 Рік тому +1

      @@Golan_Vivaldi Thank you ! I really love the few job I had so far !

  • @bobsteven2363
    @bobsteven2363 11 місяців тому

    3:36 I was looking at these images and what I find strange is that the details that are additive are not part of the base mesh, meanwhile the negative details are. But in the subd2 mesh, all the details appear to be part of the base mesh including the additive details. Almost like they are combined with a boolean then beveled. How was this done?

    • @tuanho51
      @tuanho51 10 місяців тому

      if you look more closely, the details on subd2 mesh are indeed separate, you can actually boolean them, but it would take more time and skills to pull off. As to why they look connected, I think it's just clever trick of the light, and maybe ambient occlusion. There is a trick that I normally use to fake a connection, which is to extrude out the edges so that it barely touches a surface underneath, if that make any sense

  • @Omnivoid22
    @Omnivoid22 8 місяців тому

    MY issue is I still haven't gotten the whole support loops and redirect edge flow down. still tryna undeerstand it and know when to add and when not to add

  • @ЛешаСилкин
    @ЛешаСилкин Рік тому

    Can somebody explain the last tip?? U subd first - apply it, then add geometry and subd again?

  • @basavrajparit
    @basavrajparit 6 місяців тому

    tq

  • @thegreaterclaush8292
    @thegreaterclaush8292 11 місяців тому

    Personally I do retopology for optimisation, as my laptop and stuff can't bare having 100k tris on screen

  • @Baghnal
    @Baghnal 11 місяців тому +1

    Blender Tips: "Don't use edgeloops"
    Literally every single youtube tutorial: "Just add more edgeloops"
    How are we supposed to learn bro >.

  • @phalhappy8612
    @phalhappy8612 Рік тому

    can you talk about character game rig vs vfx rig

  • @josephvanwyk2088
    @josephvanwyk2088 11 місяців тому

    5:04 I'm very interested in this. Do you have video on this? Also, my only criticism for your video is, you going SUPER FAST over important things. Would've been nice if you slowed down and present the tip by simple/quick demonstration instead of listing a grocery list.

  • @zetablogg
    @zetablogg 6 місяців тому

    As a beginner I didn't understand anything what you are saying. So I guess i'm doomed to fail.