I love that you switch back and forth between maya and blender! cause the principles apply across the board and blender and maya you can kinda see different things with how they render smooth surfaces. But I feel you with how moving back and forth is so wacky.
This video is such a great showcase that one does not have to be afraid of other software, because 3d modelling skill transfers, and that it is about that topology, the way things connect. It seems like it's obvious, but most obvious things aren't really that obvious.
Yeah, I thought the same. Understanding those fundamental topology rules is much more important and unfortunately also harder to master than remembering different shortcuts and naming conventions in Blender, Maya, C4D.
I would actually like to see the full process of rebuilding the oven knob. The thing that annoys many beginners is that our initial impression of subdivs is that it can be used as a tool to control lots of smooth detail with very little geometry. In reality we are supposed to use a lot of geometry with subdivs and we struggle to understand how in the hell we are supposed to manually create and manage so much geometry without it taking many many hours
Well the harsh truth of modeling is that it will sometimes take many many hours. Over many years I think anybody passionate enough will eventually have encountered every scenario so many times they can whip anything up faster and faster. It just takes a lot of planning as well I think. That's why you should start with a "block out" phase to get proportion and then you can just probably stare at it hahahaha and figure out what you want to do with the actual model. I think though that probably being adaptive and solving problems is a huge part of modeling. Sometimes you'll run into issues and knowing how to get past those issues is probably just as skillful as knowing how to model it in the first place.
@@jenkathefridge3933 When you can, otherwise for custom work you might have to just guess or model as you go. But always use references whenever possible makes it soo much easier.
Question: Is there a way to get Maya models into, say, Inventor? We tried it at my current job by exporting a Maya file as a DXF, and also as a STEP file. I think it was the DXF that we tried, and it came into Inventor about 2.3x larger than the Maya file (both programs were set in inches). Also, the various pieces comprising the model were not in their correct locations. Bolts that should've been lining the top plate were way off the model, e.g. Any ideas?
I learned transform constraint for edge or surface via point or normals. and I am blown away i didn't know this for so long. it is incredibly useful for modular pieces that orient at an angle and their edges require angles themselves such as 22.5 degrees or 45 degrees and want to change the position of the vertex without destroying its position out of that angle.
Thank you very much for so much topology knowledges in this nice video and the courses at 3D Beast Academy. Although I still make mistakes as this video mentioned, I always follow what you said in your course: Practice makes perfect to improve the topologic skills, thank you JL!
thank you man, i'm trying to learn this from 0 here in youtube , and you really helped me out with the topology, is not been really easy to learn this for free, but you are helping me so much to improve my topology
I see this video actually when I’m studying the topology of knobs and seeing in the video I really happy with it! Thank you man ❤ 🙏 Really appreciate it!
Hey ! I wonder what your pipeline is made of? Do you also have an Adobe Subscription that includes Photoshop and/or Substance Painter? I understand you need to subscribe to the entire Adobe Substance 3d suite even if you only need Painter right? Wonder what your pipeline is and what plans would you suggest!
I have both PS and Substance Painter on different Subscriptions. All Substance 3D products are on a different subscription than the Creative Cloud suite, which includes PS.
@@jlmussi So you are paying for the entire Substance 3d suite even if you mostly usr and need Painter? For PS is that a Photoshop only subscription or you get it along with other Adobe apps in suite?
Very good video, wish I was taught all of this information when I started 3D modelling! I'm not a big fan of the negativity towards hobbyists on the thumbnail though, but the content of this is all good.
4:30 IMHO, Nope.. you may have improved the surface, but the original 6 symmetry is better than 2 symmetry for speed and accuracy. 1 reflection, followed by a 3 way rotational array.
I guess you're only taking about high poly models here? gotta remember for games you will need to bake details down into normal maps etc, and that's where you will really need to learn to make efficient clean models
@@jlmussi thanks for the kind words! Your coursework rocks! After teaching myself for SO LONG, finding you was and is a blessing. Such great concepts and your generosity teaching other 3D artists should be commended!
4:26 About symmetry. The right one, with the triangle in the middle is better than the left one with the triangle fan (the quads will become two triangles). The latter is bad for games, because it does cost performance and is thus slow. 14:43 This is also bad for games because of the same reason.
damn it's 00:16 am here i just clicked on this vid to check the mood and the pedagogy, started at the middle and you just sucked 10 min of my time without me noticing ... well done sir +1sub
I have absolutely no plans to ever work in the industry in any way, but still I like to keep watching such videos. Because even as a hobbyist, even though I get away with errors in my models, it doesn't hurt having them as well made as possible. Also I am perfectionist, so even if there is no boss telling me, that my models suck, I will tell myself, if they do.
@@alezio299 Idk what you exactly mean by that. This is pretty good from what i quickly saw. Feel free to correct me because I didn´t see the whole video. You might argue the density is heavy but after having these models you just use a normal map to bring the high detail to a lower detail retopologized model if you need to do so.
4:45 When you show the Y screw, you have a 6 pole going through. That is a huge no no in 3d modeling as I learned the hardway in many skills tests from AAA studios, that will be an instant fail. Y poles which are used to reduce topology, also known as T poles or "Kites" when speaking of the face and any poles that are 6 or more is forbidden. The only time a T pole can be used is in corners where there is a change of direction, such as a curve, as in a cylinder or sphere. Just like I have seen many model cylinders with 16 to 24 poles and yeah, that would make you fail each and every time. N-gons are also fails off the bat, and triangles, are sometimes permitted if it is less than 20% of the model (If tri's are allowed at all.)
@@Specter_1125 I believe so that they are. In the case of being used to reduce topology. as in 2 to 1, a kite/diamond, is a fail. If however it was made to change the direction of the geometry it would be then a pass. 5 poles are ok, but when it comes to soft surfaces, the placement of such can be pass or fail as any part that has to move can't have a 5 pole, but on flat areas, like forehead, cheakbone, etc are ok and with soft surface you will have a lot of 5 poles. 6 poles and above are instant fail always, and N-gons are instant fail too. Tri's are ok if the person allows them but 20% to 30% is usually the limits on allowable triangles and above that is an instant fail. This is what I been learning when I tried to go after jobs with Warner Bros, Keen Software House, and Take 2 Interactive. Some are nice enough to tell you what passes or fails, others are not so nice. One thing that significantly helped me out was Turbosquids check list. I could stay the word of what they call it, but for some odd reason RUclips marks the word for the chess move of when a king is captured as "derogatory" for some reason. So it is that move with the added word "Pro" from turbosquid that you can google. It even goes over Maya, 3ds Max, and Blender to how to solve problems such as Y poles, Kites, converging faces, isolated verts, and so on. I bring up Turbosquid because they are the Walt Disney company of the 3d world. As in, what ever Disney company does, everyone else must do; everything Turbosquid more or less, everyone else does. And they been around for a very long time too. That have close ties with Autodesk and Discreet.
automatic thumbs down. The one on the left is the pro and the one on the right is a youtuber's; boolean here, boolean there, thousands of poly for a simple object. Can't get the shading right so they'll just separate the faces to get a clean shading.
Even more, this small details like screws should be just normal map with baked ambient occlusion on transparent background and placed as texture just on single floating face. This way you can make a lot of details with same perfomance
This video is not really about games, it’s about vfx where poly count doesn’t matter, and there really isn’t shading issues since it’s all purely based on a subdivision workflow. About the other things you said, can’t get the shading right so people do normal splitting? That’s what you do when making a low poly mesh. Look at any model from a triple A company, none have good smooth shading, they all rely on normal maps and sometimes normal splitting. You can’t tell the difference in game.No booleans for either vfx or games? Then your just wasting time.
@@v747But a common method for getting normal maps for low poly versions is to bake from a higher projection. There's nothing wrong with high poly modeling for a concept asset and retopologizing later.
Great video but not good if you wanna work on games. You bake high poly on low poly. So i assume this wont get you anywhere in the gaming industry at all because its not a clean topology at all.
I believe your thumbnail should be the other way around, because hi-poly hyper detailing is for hobbyists, and low poly is for actual pros that need to optimize meshes for game-ready assets. 🤣🤣🤣
well you are wrong and also miss-leading people. topology restrictions come from the 3d software and game engines that use the models. they will not accept your pretty designs. Also the topology mesh is dynamically and algorithmically changed anyway. but if you want it to look good for just something to look at then go for it. topology restrictions are there for a reason. try loading 100000 of those oven knobs into a piece of 3D software, hahahahaa
Your comment makes no sense. People working professionally in every area you can think of are using blender. From animation where this kind of clean all quad subdiv topology is mandatory, to mobile games for cheap android phones in 3rd world markets with very tight polycount restrictions.
👉 Don't forget to snag your FREE 3D Modeling Topology Guide:
www.clkmg.com/jlmussi/hs-guide-23
Snagged!
holding edges = control edges. they don't hold they control : )
For some reason, the guide isn't coming through.
Turned 50 and just started learning 3d modelling myself. Hearing one of your students is 70 was fantastic and truly inspiring.
I love that you switch back and forth between maya and blender! cause the principles apply across the board and blender and maya you can kinda see different things with how they render smooth surfaces. But I feel you with how moving back and forth is so wacky.
Yea it can be painful at first.
This video is such a great showcase that one does not have to be afraid of other software, because 3d modelling skill transfers, and that it is about that topology, the way things connect. It seems like it's obvious, but most obvious things aren't really that obvious.
Yeah, I thought the same. Understanding those fundamental topology rules is much more important and unfortunately also harder to master than remembering different shortcuts and naming conventions in Blender, Maya, C4D.
I would actually like to see the full process of rebuilding the oven knob. The thing that annoys many beginners is that our initial impression of subdivs is that it can be used as a tool to control lots of smooth detail with very little geometry. In reality we are supposed to use a lot of geometry with subdivs and we struggle to understand how in the hell we are supposed to manually create and manage so much geometry without it taking many many hours
Well the harsh truth of modeling is that it will sometimes take many many hours. Over many years I think anybody passionate enough will eventually have encountered every scenario so many times they can whip anything up faster and faster. It just takes a lot of planning as well I think.
That's why you should start with a "block out" phase to get proportion and then you can just probably stare at it hahahaha and figure out what you want to do with the actual model.
I think though that probably being adaptive and solving problems is a huge part of modeling. Sometimes you'll run into issues and knowing how to get past those issues is probably just as skillful as knowing how to model it in the first place.
@@cryterion7770 my advice would be use references, so you can get a good understanding how the model susposed to look like
@@jenkathefridge3933 When you can, otherwise for custom work you might have to just guess or model as you go. But always use references whenever possible makes it soo much easier.
Some of the best topology tips I've seen on youtube, really helpful
Question: Is there a way to get Maya models into, say, Inventor? We tried it at my current job by exporting a Maya file as a DXF, and also as a STEP file. I think it was the DXF that we tried, and it came into Inventor about 2.3x larger than the Maya file (both programs were set in inches). Also, the various pieces comprising the model were not in their correct locations. Bolts that should've been lining the top plate were way off the model, e.g.
Any ideas?
I learned transform constraint for edge or surface via point or normals. and I am blown away i didn't know this for so long. it is incredibly useful for modular pieces that orient at an angle and their edges require angles themselves such as 22.5 degrees or 45 degrees and want to change the position of the vertex without destroying its position out of that angle.
wait a min...did you dio that? @ 5:20. youtube update? anyone else see the rainbow lights go around the sub button when he said to subscribe?
which category you put your videos into while uploading?
Hi nice video as always what shortcut key u use to get target weld tool?
Thank you very much for so much topology knowledges in this nice video and the courses at 3D Beast Academy. Although I still make mistakes as this video mentioned, I always follow what you said in your course: Practice makes perfect to improve the topologic skills, thank you JL!
Glad it was helpful! Your work has inspired many artists Helen. So glad I could be a part of your 3d journey.
thank you man, i'm trying to learn this from 0 here in youtube , and you really helped me out with the topology, is not been really easy to learn this for free, but you are helping me so much to improve my topology
8:57 bro flexed us in a nice way
For the first example, adding almost triple polygons for a simple asset as a nail wont help but only cause problems when using it in a game engine.
What kind of computer are you using? How fast are the rendering?
what do you think about plasticity 3d?
Can anyone explain cylinder example with denser slice in it please?
Do you maybe have video where you explain how to make that model at 0:35 with good topology?
If not, please make it! 🙂
Yup! Here you go: ruclips.net/video/E0G1Z8EK6X4/видео.html
Awesome Video.. How to join your Academy?
Nice video, dude. Thanks for explaining.
Thank you so much for the guid!!!
Great information and critique. Thanks for sharing.
I see this video actually when I’m studying the topology of knobs and seeing in the video I really happy with it! Thank you man ❤ 🙏 Really appreciate it!
Hey ! I wonder what your pipeline is made of? Do you also have an Adobe Subscription that includes Photoshop and/or Substance Painter? I understand you need to subscribe to the entire Adobe Substance 3d suite even if you only need Painter right? Wonder what your pipeline is and what plans would you suggest!
I have both PS and Substance Painter on different Subscriptions. All Substance 3D products are on a different subscription than the Creative Cloud suite, which includes PS.
@@jlmussi So you are paying for the entire Substance 3d suite even if you mostly usr and need Painter? For PS is that a Photoshop only subscription or you get it along with other Adobe apps in suite?
Ive been loving using a combination of Blender + ZBrush + Substance Painter and Procreate
ruclips.net/video/aXTFWE90QOE/видео.html&pp=iAQB
Thank you JL your videos truly are a valuable resource for the 3D modelling community :^)
Very good video, wish I was taught all of this information when I started 3D modelling!
I'm not a big fan of the negativity towards hobbyists on the thumbnail though, but the content of this is all good.
great video man thank you for your time...how can i submit one of my models to you to revision it like this?
awesome video. I am just getting into subs modeling in blender. super helpful
Bro this thumbnail affected me personally lol
2 & 1/2 weeks in and making ALL THE MISTAKES 😂
4:30 IMHO, Nope.. you may have improved the surface, but the original 6 symmetry is better than 2 symmetry for speed and accuracy. 1 reflection, followed by a 3 way rotational array.
Experience is never enough
Your video always make me a good artist 😊
you're presenting very useful and nice information.. keep this man
Thanks, much appreciated!
I guess you're only taking about high poly models here? gotta remember for games you will need to bake details down into normal maps etc, and that's where you will really need to learn to make efficient clean models
At 16:00 mins became a believer in the dark arts of the topology beast
0:09 "POLISH"????
Lets see what we can see
One word - LOVE!
It's been incredible seeing your progress in 3d Beast Academy in a such a short time. I'm proud of your work and attention to detail.
@@jlmussi thanks for the kind words! Your coursework rocks! After teaching myself for SO LONG, finding you was and is a blessing. Such great concepts and your generosity teaching other 3D artists should be commended!
4:26 About symmetry. The right one, with the triangle in the middle is better than the left one with the triangle fan (the quads will become two triangles). The latter is bad for games, because it does cost performance and is thus slow.
14:43 This is also bad for games because of the same reason.
damn it's 00:16 am here i just clicked on this vid to check the mood and the pedagogy, started at the middle and you just sucked 10 min of my time without me noticing ... well done sir +1sub
Details dictate Density! Im stealing that!
Just give me $2 royalty every time you say it, and we'll call it even. 😀
Yeah more of such videos would be much appreciated
Thanks for the feedback.
I love your content and use it in blender, using the idea from you
Subscribed!!!
nice video. Thanks Mussi.
Glad you liked it!
I have absolutely no plans to ever work in the industry in any way, but still I like to keep watching such videos. Because even as a hobbyist, even though I get away with errors in my models, it doesn't hurt having them as well made as possible. Also I am perfectionist, so even if there is no boss telling me, that my models suck, I will tell myself, if they do.
Still this video is not the proper way to do it. Every topology video will show you that this dude is wrong
@@alezio299 Idk what you exactly mean by that. This is pretty good from what i quickly saw. Feel free to correct me because I didn´t see the whole video. You might argue the density is heavy but after having these models you just use a normal map to bring the high detail to a lower detail retopologized model if you need to do so.
Thank you so much!
Glad you liked it.
sincerely grateful for this channel - your knowledge is a real gift and your delivery is sooooo detailed - thank you - for real @@jlmussi
thanks a lot. that was helpful
Thanks for deinen video! Very interesting
Glad you enjoyed it!
4:45 When you show the Y screw, you have a 6 pole going through. That is a huge no no in 3d modeling as I learned the hardway in many skills tests from AAA studios, that will be an instant fail. Y poles which are used to reduce topology, also known as T poles or "Kites" when speaking of the face and any poles that are 6 or more is forbidden. The only time a T pole can be used is in corners where there is a change of direction, such as a curve, as in a cylinder or sphere. Just like I have seen many model cylinders with 16 to 24 poles and yeah, that would make you fail each and every time. N-gons are also fails off the bat, and triangles, are sometimes permitted if it is less than 20% of the model (If tri's are allowed at all.)
Are kites different than diamonds? From everything I’ve seen, diamonds are fine, but I’m not sure if they’re the same thing.
@@Specter_1125 I believe so that they are. In the case of being used to reduce topology. as in 2 to 1, a kite/diamond, is a fail. If however it was made to change the direction of the geometry it would be then a pass. 5 poles are ok, but when it comes to soft surfaces, the placement of such can be pass or fail as any part that has to move can't have a 5 pole, but on flat areas, like forehead, cheakbone, etc are ok and with soft surface you will have a lot of 5 poles. 6 poles and above are instant fail always, and N-gons are instant fail too. Tri's are ok if the person allows them but 20% to 30% is usually the limits on allowable triangles and above that is an instant fail.
This is what I been learning when I tried to go after jobs with Warner Bros, Keen Software House, and Take 2 Interactive. Some are nice enough to tell you what passes or fails, others are not so nice.
One thing that significantly helped me out was Turbosquids check list. I could stay the word of what they call it, but for some odd reason RUclips marks the word for the chess move of when a king is captured as "derogatory" for some reason. So it is that move with the added word "Pro" from turbosquid that you can google. It even goes over Maya, 3ds Max, and Blender to how to solve problems such as Y poles, Kites, converging faces, isolated verts, and so on.
I bring up Turbosquid because they are the Walt Disney company of the 3d world. As in, what ever Disney company does, everyone else must do; everything Turbosquid more or less, everyone else does. And they been around for a very long time too. That have close ties with Autodesk and Discreet.
GOATEed video brother! You deserve more subscribers!
Thanks, brother! Much appreciated.
automatic thumbs down. The one on the left is the pro and the one on the right is a youtuber's; boolean here, boolean there, thousands of poly for a simple object. Can't get the shading right so they'll just separate the faces to get a clean shading.
Even more, this small details like screws should be just normal map with baked ambient occlusion on transparent background and placed as texture just on single floating face. This way you can make a lot of details with same perfomance
This video is not really about games, it’s about vfx where poly count doesn’t matter, and there really isn’t shading issues since it’s all purely based on a subdivision workflow. About the other things you said, can’t get the shading right so people do normal splitting? That’s what you do when making a low poly mesh. Look at any model from a triple A company, none have good smooth shading, they all rely on normal maps and sometimes normal splitting. You can’t tell the difference in game.No booleans for either vfx or games? Then your just wasting time.
@@v747But a common method for getting normal maps for low poly versions is to bake from a higher projection. There's nothing wrong with high poly modeling for a concept asset and retopologizing later.
Booleans being a no-no, like triangles, is a myth. A good 3D artist knows the context of how and when to use booleans.
@@v747 cmon, do u think today's computers r going to struggle with that?? What? R u still using ur grandpa's xp pc?
How are you big brother... Aren't uploading videos what happened?
My mans out here shilling 20 year old best practices like it's gospel!
Topology is the only thing im not good at
Western developer was here
Great video but not good if you wanna work on games. You bake high poly on low poly. So i assume this wont get you anywhere in the gaming industry at all because its not a clean topology at all.
I believe your thumbnail should be the other way around, because hi-poly hyper detailing is for hobbyists, and low poly is for actual pros that need to optimize meshes for game-ready assets.
🤣🤣🤣
shout out Helen tho
to be honest, your first mistake is modelling a screw... unless it's a giant screw, then you don't need to put a lot of tris and quads on it.
pc goes zoooommm
The thumbnail is terrible. You put subdivision surface on the second one and call it "Pro"?
Nice
❤❤❤
Bro, just get to the point. If I want to be entertained then I'll watch a movie.
well you are wrong and also miss-leading people. topology restrictions come from the 3d software and game engines that use the models. they will not accept your pretty designs. Also the topology mesh is dynamically and algorithmically changed anyway. but if you want it to look good for just something to look at then go for it. topology restrictions are there for a reason. try loading 100000 of those oven knobs into a piece of 3D software, hahahahaa
Funny to see blender people modeling, its like they don’t care about topology
Yeah there are many different workflows than yours, welcome... 🎉
Ngon modeling is very popular for concept art and static game assets
Yeah 😭 I'm a new 3D modeler/Blender user and I am so confused by all of this topology stuff.
Your comment makes no sense. People working professionally in every area you can think of are using blender. From animation where this kind of clean all quad subdiv topology is mandatory, to mobile games for cheap android phones in 3rd world markets with very tight polycount restrictions.
too wordy
Dude. WIth nanite, this is not something what matters anymore. :) (25 years of modeling experience here)
I love topology
great tutorial! so much to learn. but those tshirts do not represent your skill and confidence level. you need to hire someone to do your branding
❤❤❤