I think I have acquired most of these problems at some point Ryuu so thanks for this tut’, it has helped highlight where and when I make my mistakes and how to correct them. Cheers.
Nice one Ryu l. This is almost the single issue that pisses me off to the point of wanting to rate quit. I hate shading issues because they are such obvious imperfections. So this was an awesome video to prevent or reduce this from happening. Thanks mate
3:40 Exactly! Im glad that there are people out there who agree with me... Its really disheartening to get into debates about topology with other people and see everyone think that quads are just magic and the key to good topology. Quads are a really good tool to make it easier for programs to determine loops and the flow of a mesh's geometry, which means that for us humans it will be easier to reason and manipulate the object within the 3D modelling program... but the vertices that form a quad are not guarantied to be coplanar. In triangles, since there are only 3 verts, they will ALWAYS be coplanar, so the key to have good control, specially with non destructive workflows, can be said to be using quads, but the true key to prevent shading problems is for your topology to be correct, which means that all of your FACES (wether they are trids, quads or Ngons) are formed by coplanar vertices. Otherwise you're just wasting your time. What i love the most is how the solution that most people use is just subdividing and increasing poly count. All they are doing is isolating the issue to a smaller region, which can be an acceptable solution sometimes i suppose, but if you actually have a decent topology, crappy patches like that wont be needed at all.
I have to admit im still a bit confused about it. If i want to use my model in game or in substance isnt it better for quads then triangulate them? Of course if the model is just for a scene or print i assume you can use anything. But as i see it if im going to go to the trouble of making it why wouldnt i make so i can use it in as many places as possible? I understand you dont have to use quads but i dont understand why you wouldnt.
@@Jackripster69 no no you misunderstand the point of my comments. USE QUADS. Its, as i said, the easiest thing for a human to do. You can easily select loops and manipulate the geometry. Just make sure that your quads are made out of COPLANAR vertices. Otherwise you will see shading artifacts and have broken geometry when the mesh is finally triangulated. The only reason game engines and other rendering programs triangulate meshes is because rendering a triangle is far easier for a computer to do because of all of the properties that come with triangles and coplanar vertices. That is why using quads is the prefered way to work in 3D modelling. Just make sure that your quads are 100% flat faces (which means that all of the vertices are within the same plane, aka, coplanar, aka, 1 single surface normal, aka, when your mesh gets triangulated, flat faces will stay flat and you wont see weird spiky stuff or shading artifacts appear out of nowhere.)
That ultimate video, anything who begin work in blender need to watch that!
I think I have acquired most of these problems at some point Ryuu so thanks for this tut’, it has helped highlight where and when I make my mistakes and how to correct them. Cheers.
Great explanation for shading errors! Very well explained!
This is pure gold !!!
bookmarking this for sure
Amazing Course , thanks Ryuu
Thanks. Big help for new people in 3D. :)
i was facing these dublicated quads a lot and i thought blender is glitching but thank u so much for these tips👍🔥
Nice one Ryu l. This is almost the single issue that pisses me off to the point of wanting to rate quit. I hate shading issues because they are such obvious imperfections. So this was an awesome video to prevent or reduce this from happening. Thanks mate
For me sometimes Weighted Normals causes shading issues. but what work in such cases is Harden Normals checkbox in Bevel modifier.
Thank you, awesome tips.
3:40 Exactly! Im glad that there are people out there who agree with me... Its really disheartening to get into debates about topology with other people and see everyone think that quads are just magic and the key to good topology. Quads are a really good tool to make it easier for programs to determine loops and the flow of a mesh's geometry, which means that for us humans it will be easier to reason and manipulate the object within the 3D modelling program... but the vertices that form a quad are not guarantied to be coplanar. In triangles, since there are only 3 verts, they will ALWAYS be coplanar, so the key to have good control, specially with non destructive workflows, can be said to be using quads, but the true key to prevent shading problems is for your topology to be correct, which means that all of your FACES (wether they are trids, quads or Ngons) are formed by coplanar vertices. Otherwise you're just wasting your time. What i love the most is how the solution that most people use is just subdividing and increasing poly count. All they are doing is isolating the issue to a smaller region, which can be an acceptable solution sometimes i suppose, but if you actually have a decent topology, crappy patches like that wont be needed at all.
I have to admit im still a bit confused about it. If i want to use my model in game or in substance isnt it better for quads then triangulate them? Of course if the model is just for a scene or print i assume you can use anything. But as i see it if im going to go to the trouble of making it why wouldnt i make so i can use it in as many places as possible?
I understand you dont have to use quads but i dont understand why you wouldnt.
@@Jackripster69 no no you misunderstand the point of my comments. USE QUADS. Its, as i said, the easiest thing for a human to do. You can easily select loops and manipulate the geometry. Just make sure that your quads are made out of COPLANAR vertices. Otherwise you will see shading artifacts and have broken geometry when the mesh is finally triangulated. The only reason game engines and other rendering programs triangulate meshes is because rendering a triangle is far easier for a computer to do because of all of the properties that come with triangles and coplanar vertices.
That is why using quads is the prefered way to work in 3D modelling. Just make sure that your quads are 100% flat faces (which means that all of the vertices are within the same plane, aka, coplanar, aka, 1 single surface normal, aka, when your mesh gets triangulated, flat faces will stay flat and you wont see weird spiky stuff or shading artifacts appear out of nowhere.)
@@AlFredo-sx2yy Cheers thanks for clearing it up 👍
Awesome 🎉thanks for sharing that 🎉
Thanks Ryuurui, I've been searching for a solution to realign a stray vert in a circle for years! LoopTools to the rescue, life saver.
hi Ponte will box cutter and hard ops help me if i want to recreate a guns like create ak 47 for example
very cool tanck you
the Pro!
👍👍👍
I'm missing timestamps.
They were stolen last night from our warehouse. The Police said it was a local job. I'll keep you posted.
@@PonteRyuurui You are so funny. It would have been helpful.
Ryuu - clean. first principles “Shading 101” workflow. booster 🔥. attn every Blender artist: learn it, know it, live it 🏄🏻♂️