The fact that triangles are always flat, and everything can be turned into triangles, is why graphics cards use triangles for everything. That said, everything is 100% correct here.
Golden Josh. pure gold! this video should be viewed On Day #1 by all 3D artists, irrespective of platform (eg blender, 3dmax, maya) or learning approach (eg formal school, self-taught, virtual-led, alien instruction). Light and mastering her flow is absolutely critical. thanks bro!
should not be seen by someone who wants to work in vfx and animation industry, if you listen to this guy and go to a professional vfx or animation job you will be a laughing stock
@@valdoltra So Basically These guys always justifies using N-Gons and worst Topology advices, which Is not acceptable in Film/Animation workflow and even in Games , Their whole teaching is based inside Blender only and at high poly count with booleans things will obviously look good when you dont pass the model through different software packages and only single person job, While in reality if you work professionally you will be working in a team where your model passes through a whole pipeline to eventually render into a different software probably and you are not gonna have one single object in the scene, Now Imagine thousands of objects with worst topology ending up in a single scene, it will become a nightmare for the render engine.
I've been really blocked on my shading issues and i really needed this. Thanks so much!!! Saved my life, really. I should really look into your courses.
"triangles (3 sides) quads (4 sides) ngons (more than 4 sides)" and "I can only move 3 vertecies of triangle no matter which way I try to move them the triangle would never bend" Yeeah brilliant thank you very much for such a helpful information in nearly half of the video
excellent point about n-gons not being the specific problem regarding shading. If you look at the end of a default cylinder mesh which is the poster child of n-gons, the shading is perfect until its shape is modified. I think the value of quads has more to do with modeling correctness by being able to select edge loops, etc. It makes other processes easier.
thanks. I didn't understand why people used squares instead of triangles with topology and why making squares is so important before this video. not only is it godd for making clean loops it helps with shading.
The root cause of the shading issue is the undesired normal direction on the manipulated vertex. Internally, all polygons are represented as triangles. The edges of these triangles are hidden from the user. The shading of each pixel on the screen or rendered image within these triangles is determined by its normal, which is interpolated from the three vertex normals of the triangle. When a polygon is "bent," the normal direction of the moved vertex is changed. This affects the pixel normals on the triangle and often leads to undesired shading effects. Most DCC tools don't offer easy-to-use normal editing functions. Manually aligning normals to achieve desired surface shading is also tedious. Therefore, it's best to be cautious with your modeling process.
The shading on a bent face will always look like sets of triangles because everything is triangulated at render time in blender (most 3D software). This can be changed though with some loopholes (it's needed sometimes when working with very little topology).
HEY JOSH!!...you realize sir that if one sits here with you, from the simple doughnut tutorial for absolute newbs all the way to today's video, One has pretty much saved about sixty to a hundred thousand dollars worth of education? You might want to think at this point on making a compilation into a book / master class series sir. Like your own book with accompanying media and exercise files that anyone can get for say a few hundred dollars. Seems like a good thing and step to take sir.
Hello Mr josh, please heeeellllppp How to export fbx and obj model that the decals and texture paint can be recognize i used decsl machine a lot You know actually i want to put my model in sketchfab site but fbx and obj file doesn't recognize decals and texture paint can you show me what can i do please?
Great video. Informative with lots of useful info. Im a 3d newbie with 10 moths of c4d/octane. Ive always struggled with the modelling aspect (and most other aspects if im honest) but the info in this vid will help me make informed choices from now on.
How do i make something "always visible" through other objects and or something like fog?? Do I use blend modes? Im trying to make a back lit png image plane show through fog while the back light shows light rays through the png into the fog!
You should have titled this video Understanding Shading ISSUES in FIVE Minutes (Blender) as the title implies it's just about the shader and how nodes work.
The fact that triangles are always flat, and everything can be turned into triangles, is why graphics cards use triangles for everything. That said, everything is 100% correct here.
Golden Josh. pure gold! this video should be viewed On Day #1 by all 3D artists, irrespective of platform (eg blender, 3dmax, maya) or learning approach (eg formal school, self-taught, virtual-led, alien instruction). Light and mastering her flow is absolutely critical. thanks bro!
By all 3d artist? 🤔
should not be seen by someone who wants to work in vfx and animation industry, if you listen to this guy and go to a professional vfx or animation job you will be a laughing stock
@@thodajyadahogaya6016 could you please xplain to some of us beginners why is that?
@@valdoltra So Basically These guys always justifies using N-Gons and worst Topology advices, which Is not acceptable in Film/Animation workflow and even in Games , Their whole teaching is based inside Blender only and at high poly count with booleans things will obviously look good when you dont pass the model through different software packages and only single person job, While in reality if you work professionally you will be working in a team where your model passes through a whole pipeline to eventually render into a different software probably and you are not gonna have one single object in the scene, Now Imagine thousands of objects with worst topology ending up in a single scene, it will become a nightmare for the render engine.
I've been really blocked on my shading issues and i really needed this. Thanks so much!!! Saved my life, really. I should really look into your courses.
"triangles (3 sides) quads (4 sides) ngons (more than 4 sides)" and "I can only move 3 vertecies of triangle no matter which way I try to move them the triangle would never bend" Yeeah brilliant thank you very much for such a helpful information in nearly half of the video
As usual golden content. Even as a advanced 3D artist it is nice beeing reminded of the basics. Thank you!
Thanks Josh. GREAT TEACHING APPROACH. Please keep the info flowing !
excellent point about n-gons not being the specific problem regarding shading. If you look at the end of a default cylinder mesh which is the poster child of n-gons, the shading is perfect until its shape is modified. I think the value of quads has more to do with modeling correctness by being able to select edge loops, etc. It makes other processes easier.
thanks. I didn't understand why people used squares instead of triangles with topology and why making squares is so important before this video. not only is it godd for making clean loops it helps with shading.
The root cause of the shading issue is the undesired normal direction on the manipulated vertex. Internally, all polygons are represented as triangles. The edges of these triangles are hidden from the user. The shading of each pixel on the screen or rendered image within these triangles is determined by its normal, which is interpolated from the three vertex normals of the triangle. When a polygon is "bent," the normal direction of the moved vertex is changed. This affects the pixel normals on the triangle and often leads to undesired shading effects. Most DCC tools don't offer easy-to-use normal editing functions. Manually aligning normals to achieve desired surface shading is also tedious. Therefore, it's best to be cautious with your modeling process.
Great insight, Thanks!
Nice!!!! Really helpful, thanks.
The shading on a bent face will always look like sets of triangles because everything is triangulated at render time in blender (most 3D software). This can be changed though with some loopholes (it's needed sometimes when working with very little topology).
thanc you josh
HEY JOSH!!...you realize sir that if one sits here with you, from the simple doughnut tutorial for absolute newbs all the way to today's video, One has pretty much saved about sixty to a hundred thousand dollars worth of education? You might want to think at this point on making a compilation into a book / master class series sir. Like your own book with accompanying media and exercise files that anyone can get for say a few hundred dollars. Seems like a good thing and step to take sir.
"N-gon" isn't the issue, it's a issue when they bend."
Me after my all quad mesh acting funny: "Well, that's why."
Hello Mr josh, please heeeellllppp
How to export fbx and obj model that the decals and texture paint can be recognize
i used decsl machine a lot
You know actually i want to put my model in sketchfab site but fbx and obj file doesn't recognize decals and texture paint
can you show me what can i do please?
oh shit my man upgraded the camera setup. let's go
Great video. Informative with lots of useful info. Im a 3d newbie with 10 moths of c4d/octane. Ive always struggled with the modelling aspect (and most other aspects if im honest) but the info in this vid will help me make informed choices from now on.
Очень полезная информация и главное во время!
How do i make something "always visible" through other objects and or something like fog?? Do I use blend modes? Im trying to make a back lit png image plane show through fog while the back light shows light rays through the png into the fog!
So I tried bending a tri, and could not stop laughing for some reason. Awesome Video btw!!. Good health.
It's a shaming not to understand the shading :) Thanks, Josh! I promise I will never bend quads :)
You should have titled this video Understanding Shading ISSUES in FIVE Minutes (Blender) as the title implies it's just about the shader and how nodes work.
You dont know that Josh is not a nodes guy??. heh..
bro you were a baby boy 3 years ago when I began to follow your tutorial where making room in blender. now you are a man lol what happened
@@Zlotyi-7 lol. I am an asian I was almost close to say that he got old all of sudden but my nice side came out and wrap the word nicely
Email, I didn't understand , I understood the video. Thank you, students
How can i isolate the shading in game assets without adding to much geo?
Normal transfer
@@GAMA830 So for example using mesh machine for normale transfer while modelling game assets is a good idea?
@@iNeeDzv not sure about mesh machine, but applying the modifier on a vertex group will fix it.
9 Secrets link don`t work - "Page not found -
The page you are looking for doesn't exist or has been moved."
when you enable the captions and see what happens on the 2nd second 💀
This presentation was brought to you by the vampire Lestat and his alabaster skin. Poses by Balenciaga. 😘
I'm the 1000th like.... wow
Is it just me or everyone but He looks like a model from blender?
DUDE YOU LOOK LIKE METAHUMAN
bros looking good that he is created by ai
👍👍👍
can you keep your videos without background music, it's distracting.
Why or who disliked this video? I just dont get the internett.
I almost watched your video but I am tired of annoying, distracting background music.
You talk with your hands.....very disruptive
Use AO
Even on a flat n-gon there can be bad shading, but under certain conditions.
Josh lookng more like a GQ model than a youtuber 3d artist lol
It's a great video!!!
Could you make another video about fundamental knowledges, please?