It is best not to rely on bevel for this kind of topology. If you select the 3 faces which make up the side of the L-shape and Inset them you will instantly push both the 3 and 5 spoked poles onto the flat side. You can then add a control loop between this inset and the edges to have full control and good topology. The addition of 3 loops over the top - better to think of that as a cross section - and you have perfect topology with as much control as can be achived for this particular shape. Good job though!
I love topo tutorials because i can't get bored watching quads being born... You have a very strong point, your pace, it's real modeling, most ppl doesn't remesh their topo like in 3 steps, most real world remeshing is kinda try and error.. I might be wrong but the way you create unused loops and actually don't shortcut everthing seems real world to me...
I have been working on a lot of intricate Modelling for a good time now. Still, to those who are new, i'd say whatever you are doing on a flat surface, do what ever you want with the topology to attain the details you want. This part is easy, but when you move a bit further in models, you wont work in flat surfaces, flat surfaces will be rare to be honest, even if you are doing a tire or a car or anything, it has curved surfaces mostly, glass, car corners, panel gaps. The the most important rules which has served me a great load is, if you want to add intricate details on curved surfaces, add more loops but do it efficiently, if you don't have enough loops, it will end up in bulging, pinching, irregular deformities on the corners and if you just add loops randomly it will disrupt the edge flow or may end up in a dense edge flow over a surface, to do the aerodynamic lines on a car, you have to have the same lines on both sides of the line, to have the perfect flow, add more loops to the corners always, even if its a curves, minimum should be 4 loops in a curve, if you have less than 4, you will end up having a artificial curve, this will be visible perfectly, never do "Redirection" on a curve(Topology method, you can search) , if you do redirection on curve, 90% of the time it will bulge, but you can reduce the bulge using the first rule, add more loops efficiently, Learning 3D Modelling is hard, you have to go 100 ways to find the right one.
very good but if you explain more about why each step you are doing and the goal of it and how treating poles should be done it would be better and better instead of just keep cutting and beveling without explaining the goal of it and why we do it and what did it solve
5:15 A far easier way would have been after using CTRL R to add a loop and clicking once is to press the E key, this Activates "Even", this allows you to accuratly match the Edges that you are Edge Sliding to, you can swap the sides by pressing F for flip whilst (E)ven is on. This also works in Edge slide mode (Shortcut is GG)
One thing you failed to mention is THE FLOW. The main reason why you do this is not only to retain the shape or to deform/animate, but the flow of topology increases the UV texture map exponentially. I'm giving your tutorial 5/10 hey. Things you should've started in the beginning left up to "discovery" later on. It felt like you were guessing your way into topology as oppose to clinical execution.
I know this kind of video actually. The two surrounding edge loops that form the square on the center of the L shape makes the topology have bad UV and displacement options. I know someone who did it before.
Just hit shift tab to activate snapping and make sure to select vertex from the drop down box. The X Y and Z keys will allow you to snap along their respective axes.
I suppose this lesson is useful and you made an effort I don't want to neglect, but in all honesty, this was painful to watch because of all the unnecessary actions you did. Maybe having laid out a step-by-step plan before recording a video would greatly improve it. Also, you made a lot of supporting edges for the second shape, but you compare it with the first shape that does not have that many supporting edges. What if you add the same amount to the first shape?
I rewatched the video and my gosh you are right! I have no idea why I'm fidgeting with the model so much. Makes for a very unpleasant viewing experience. I might just redo this video at some point. With respect to your question. The topology of the first model is "good enough". However, if you want to achieve better reflections that are true to reality the second model would be better because of shifting the 3-spoked and 5-spoked poles. The extra control/supporting loops are there just to create a nice bevel and reduce the bowing effect caused by adding a subsurf modifier over the model. Applying the additional control loops to the first model will give you the same result but the reflections won't be as good as the second model.
You're missing the point. I'm merely using this shape to explore and discuss different topology-related concepts like pole-shifting and ctrl loop to subsurf behavior. Perhaps, I should have explicitly stated that from the get-go to avoid any confusion.
I really wanted to watch this, but gave up - your microphone was going in and out, and watching you make stuff up, is not what you want students to try and guess what you're trying to do. Judging by the comments of others (more knowledgable than me for sure about this stuff) I think I'll look elsewhere for better material. Thanks.
As soon as people say "vertisee" or "vertice" I realise that they have no formal education so probably shouldn't be teaching on RUclips. Where is the World going to end up when taught by these people. The Internet has doomed us to moral decline and stupidity.
Thank you for your comment. I appreciate your feedback and your concern for the quality of education on RUclips. However, I disagree with your assumption that pronunciation is a reliable indicator of formal education or competence. There are many factors that can affect how people pronounce words, such as dialect, accent, etc. Moreover, there are many ways to learn and teach besides formal education, such as self-study, online courses, or peer-to-peer mentoring. RUclips is a platform that allows anyone to share their knowledge and skills with others, regardless of their background or credentials. I believe that this is a positive and empowering thing, not a sign of moral decline or stupidity. I hope you can respect the diversity and creativity of RUclips creators and learners, and refrain from making hasty judgments based on superficial criteria. Thank you for watching and have a nice day.😊
I assure you that the topological ideas presented in the video would not be any more or less valid if he had said "vertex". You may find it shocking, but many truly immoral and stupid things have been said in perfect grammar.
It is best not to rely on bevel for this kind of topology. If you select the 3 faces which make up the side of the L-shape and Inset them you will instantly push both the 3 and 5 spoked poles onto the flat side. You can then add a control loop between this inset and the edges to have full control and good topology. The addition of 3 loops over the top - better to think of that as a cross section - and you have perfect topology with as much control as can be achived for this particular shape. Good job though!
Great solution and thanks for Subscribing!
I love topo tutorials because i can't get bored watching quads being born...
You have a very strong point, your pace, it's real modeling, most ppl doesn't remesh their topo like in 3 steps, most real world remeshing is kinda try and error..
I might be wrong but the way you create unused loops and actually don't shortcut everthing seems real world to me...
I have been working on a lot of intricate Modelling for a good time now. Still, to those who are new, i'd say whatever you are doing on a flat surface, do what ever you want with the topology to attain the details you want. This part is easy, but when you move a bit further in models, you wont work in flat surfaces, flat surfaces will be rare to be honest, even if you are doing a tire or a car or anything, it has curved surfaces mostly, glass, car corners, panel gaps. The the most important rules which has served me a great load is, if you want to add intricate details on curved surfaces, add more loops but do it efficiently, if you don't have enough loops, it will end up in bulging, pinching, irregular deformities on the corners and if you just add loops randomly it will disrupt the edge flow or may end up in a dense edge flow over a surface, to do the aerodynamic lines on a car, you have to have the same lines on both sides of the line, to have the perfect flow, add more loops to the corners always, even if its a curves, minimum should be 4 loops in a curve, if you have less than 4, you will end up having a artificial curve, this will be visible perfectly, never do "Redirection" on a curve(Topology method, you can search) , if you do redirection on curve, 90% of the time it will bulge, but you can reduce the bulge using the first rule, add more loops efficiently, Learning 3D Modelling is hard, you have to go 100 ways to find the right one.
very good but if you explain more about why each step you are doing and the goal of it and how treating poles should be done it would be better and better instead of just keep cutting and beveling without explaining the goal of it and why we do it and what did it solve
I've updated this series:
ruclips.net/p/PL80tdMsuUhsj4dxuV5uJbL19J89btlX1O
Hope you find it helpful.
5:15 A far easier way would have been after using CTRL R to add a loop and clicking once is to press the E key, this Activates "Even", this allows you to accuratly match the Edges that you are Edge Sliding to, you can swap the sides by pressing F for flip whilst (E)ven is on. This also works in Edge slide mode (Shortcut is GG)
Thanks for the tip! Was not aware of this.
Thank you for such a quantity of water, it is a great help during the drought.
One thing you failed to mention is THE FLOW. The main reason why you do this is not only to retain the shape or to deform/animate, but the flow of topology increases the UV texture map exponentially. I'm giving your tutorial 5/10 hey. Things you should've started in the beginning left up to "discovery" later on. It felt like you were guessing your way into topology as oppose to clinical execution.
I know this kind of video actually. The two surrounding edge loops that form the square on the center of the L shape makes the topology have bad UV and displacement options. I know someone who did it before.
why is subdivide different in edit mode vs as a modifier?
They exhibit very different behavior. I'll go over this in a future video.
ruclips.net/video/CZXQfXgRUAU/видео.html I address the difference between the two in this video.
Could you please tell me how did you align vertices?
Just hit shift tab to activate snapping and make sure to select vertex from the drop down box. The X Y and Z keys will allow you to snap along their respective axes.
you have that the first, that the second model is not made correctly.
highlight with a shader the place where the angle goes at 90 degrees.
Just when I thought I was getting the hang of subdiv modelling hehe
You'll get there. :)
Great tutorial where you explain the importan stuff that other "teachers" omit.
I appreciate that!
I suppose this lesson is useful and you made an effort I don't want to neglect, but in all honesty, this was painful to watch because of all the unnecessary actions you did. Maybe having laid out a step-by-step plan before recording a video would greatly improve it. Also, you made a lot of supporting edges for the second shape, but you compare it with the first shape that does not have that many supporting edges. What if you add the same amount to the first shape?
I rewatched the video and my gosh you are right! I have no idea why I'm fidgeting with the model so much. Makes for a very unpleasant viewing experience. I might just redo this video at some point. With respect to your question. The topology of the first model is "good enough". However, if you want to achieve better reflections that are true to reality the second model would be better because of shifting the 3-spoked and 5-spoked poles. The extra control/supporting loops are there just to create a nice bevel and reduce the bowing effect caused by adding a subsurf modifier over the model. Applying the additional control loops to the first model will give you the same result but the reflections won't be as good as the second model.
19 minutes for a basic shape like this is muuch, it is overcomplicated
You're missing the point. I'm merely using this shape to explore and discuss different topology-related concepts like pole-shifting and ctrl loop to subsurf behavior. Perhaps, I should have explicitly stated that from the get-go to avoid any confusion.
thank you but little bet stop quiqe jumping since explanation
I really wanted to watch this, but gave up - your microphone was going in and out, and watching you make stuff up, is not what you want students to try and guess what you're trying to do. Judging by the comments of others (more knowledgable than me for sure about this stuff) I think I'll look elsewhere for better material. Thanks.
As soon as people say "vertisee" or "vertice" I realise that they have no formal education so probably shouldn't be teaching on RUclips. Where is the World going to end up when taught by these people. The Internet has doomed us to moral decline and stupidity.
Thank you for your comment. I appreciate your feedback and your concern for the quality of education on RUclips. However, I disagree with your assumption that pronunciation is a reliable indicator of formal education or competence. There are many factors that can affect how people pronounce words, such as dialect, accent, etc. Moreover, there are many ways to learn and teach besides formal education, such as self-study, online courses, or peer-to-peer mentoring. RUclips is a platform that allows anyone to share their knowledge and skills with others, regardless of their background or credentials. I believe that this is a positive and empowering thing, not a sign of moral decline or stupidity. I hope you can respect the diversity and creativity of RUclips creators and learners, and refrain from making hasty judgments based on superficial criteria. Thank you for watching and have a nice day.😊
Wow thanks for pointing that up grammar nazi. People are learning blender here not English language
this is an insane thing to assume based off pronunciation alone LOL
I assure you that the topological ideas presented in the video would not be any more or less valid if he had said "vertex". You may find it shocking, but many truly immoral and stupid things have been said in perfect grammar.
nah the world is fine.