Thanks!!! Another impressive tutorial !!! I love how meticulously you explain everything, you are great teacher. Modo community is very lucky to have you.
Can I just say that this is one of the most amazingly useful tutorials for anyone wanting to get into modelling. There is no video / course / document I have found which extensively goes into how to deal with actual topology issues like these. I don't just mean dealing with spiders. One of the things that everyone runs into sooner or later is the problem of trying to manage your loops when doing subdiv modelling. When you get to the part where you extrude inwards the rectangle and add you control edges, normally that is when people would stop whereas you show that it has now ruined your circle on the other side and show how to actually deal with that. I'm not kidding when I say I've been looking for about two years now for a good tutorial on how other people deal with this issue. I've managed to work out some of my own little tricks over time but man do I wish I had this back when I started! One thing I would absolutely love to see you tackle is doing this same thing but on a spherical object. For example, if you want to extrude inward a square onto a sphere and then you want to keep the edges of the square sharp. Generally the control edges will cause unwanted pinching on the sphere unless you do it on a sphere which already has enough polygons to maintain its curvature. But I would love to see if you could demonstrate doing this on a sphere which is less dense for subdividing :) Thanks for this amazing tutorial anyway!
Hi, thank you so much for this nice comment. I am really glad you find this tutorial useful. Maybe have a look at my robot head tutorial ruclips.net/video/kg-Dimpm8xE/видео.html it might give you an idea how to handle inward extrudes on a sphere. Kind regards and all the best, Peter
Peter, this was a great video! The simple example of keeping a couple different holes or extrusions clean was is perfect. It really helped me get my head around the issue of keeping separate areas of a model precise without affecting others! Thanks!
Hi, i'm glad you found this useful. Will still need some practice to see when and how to apply it. Kind regards, Peter
10 лет назад
I just had one of those issues you covered here and well I could solve it in just one second after seeing it. Always great tips from you Peter! Thanks for making those little helpers.
Hello Peter, thanks for another extremely useful video. I also liked that vertex bevel trick you used to make the cylindrical opening in the top. Thanks again, Luca
Hiya Luca, good to see you found it useful and about the bevel trick, just go up with the round level to make circles with more edges. All the best, Peter
Thanks for the tips Peter, you truly are a modeling king! Do you also use SHIFT+TAB when modeling? (pixar subdivision) If you do, do you also have nice tips for creasing? When I use pixar subdivision I always find myself removing all creases and redoing them when I have some topology change.
Hi Johnny, sorry, but somehow i have missed your post. I don't use it very often (See my knife and my revolver tutorials) and when i use, i usually go up with the subdivision level to at least 4. Kind regards, Peter
Thank you so much for all of your tutorials. Your explanations are so good. But you mentioned that it's not impossible to avoid spiders completely. Is that true? I am newbie in 3d-modeling, but these spiders and three-edges vertices just dissapoint me, even if they are not placed in critical edges. I am kind of perfectionist :) And if I, for example, will try to upload mesh with spiders/three-edge vertices (all polygons are quads) to turbosquid or similar resources, will they accept such mesh?
Hi Eugene, yes it's true, you can not avoid spiders completely. Have a look at wire pictures on TurboSquid and you will always find some spiders (especially on car models). However, you can avoid triangles, but sometimes it's really not worth it, because when it hits a graphics engine, everything will be triangulated. Good luck and a lot of success, Peter
Hi Benjamin,this subject seems to be of big interest, i have never had a video with so many views in such a short time, so i am planning a continuation with some typical situations. Kind regards, Peter
Hi, I like this look/technique but is there a way to speed up adding secondary (offset) loops to every sharp edge? It looks automatable... I know select edges > bevel will not give me nice quads but maybe a plugin or something? Or do I just have to go over every model with Slide and Add Loop tool?
DailyFrankPeter Hi, i don't know of a script or plugin, but it might well be that someone has written something like this. Kind regards, PeterPS: Please let me know when you fid one
Always amazing videos from you Peter, i work with cinema 4D and i am having to do more and more modelling if you have ever used C4D you will know its not the best for modelling, i really need to use Modo for modelling and your videos are helping massivly :), keep up the good work peter :)
This is really great and helpful, i share with everybody i know doing modeling. Also, i always imagine Werner Herzog (on a very calm Day) explaining modeling to me :)
A million thanks for these videos, I appreciate the work you do. Once again thank you. What expectations do you have for Modo 801 will be announced on 24?
Hiya, you are very welcome. To be honest, i have not thought about modo 801, i am quite happy with what 701 gives to me. I probably use less than 10% of what i could do with it :-) Kind regards, Peter
Hi, i have commented quite a few times already about MeshFusion. It's definitely something which can do things a lot easier than in traditional modeling software, but it's a completely different way of doing things. And i still like the challange of traditionel modeling :-) All the best, Peter
Patrick von Janicke Hi Patrick, there is no significance, it's just a habit of mine to delete things which are not seen in the render. Just less work :-) Unless ofc if it has to be watertight for 3D printing. Kind regards, Peter
+Peter Stammbach good point, but subdivision also creates millions of polygons. Why not meshfusion first then retopology later on, is there a way to reduce polygons density in modo?
Peter Stammbach Sure Peter, that's the reason why I appreciate you so much! Honestly, the meshfusion gives a more directly method to construct models what designer can do not worry about the mesh layout. But as the double-edged sword, it gives troubles with tons of polygon when it giving you the "Convenient". I guess it's stopped at technical difficulties with coding, wish someday the foundry can fix that. Thx agian for this wonderful tutorial giving by you !
Thanks!!! Another impressive tutorial !!! I love how meticulously you explain everything, you are great teacher. Modo community is very lucky to have you.
Can I just say that this is one of the most amazingly useful tutorials for anyone wanting to get into modelling. There is no video / course / document I have found which extensively goes into how to deal with actual topology issues like these. I don't just mean dealing with spiders. One of the things that everyone runs into sooner or later is the problem of trying to manage your loops when doing subdiv modelling. When you get to the part where you extrude inwards the rectangle and add you control edges, normally that is when people would stop whereas you show that it has now ruined your circle on the other side and show how to actually deal with that. I'm not kidding when I say I've been looking for about two years now for a good tutorial on how other people deal with this issue. I've managed to work out some of my own little tricks over time but man do I wish I had this back when I started! One thing I would absolutely love to see you tackle is doing this same thing but on a spherical object. For example, if you want to extrude inward a square onto a sphere and then you want to keep the edges of the square sharp. Generally the control edges will cause unwanted pinching on the sphere unless you do it on a sphere which already has enough polygons to maintain its curvature. But I would love to see if you could demonstrate doing this on a sphere which is less dense for subdividing :) Thanks for this amazing tutorial anyway!
Hi, thank you so much for this nice comment. I am really glad you find this tutorial useful. Maybe have a look at my robot head tutorial ruclips.net/video/kg-Dimpm8xE/видео.html it might give you an idea how to handle inward extrudes on a sphere. Kind regards and all the best, Peter
No worries and thanks for the reply! Cheers for the link as well, I'll check it out :)
Peter, this was a great video! The simple example of keeping a couple different holes or extrusions clean was is perfect. It really helped me get my head around the issue of keeping separate areas of a model precise without affecting others! Thanks!
Hi Joe, thanks for commenting and i am glad you could use some of this. Kind regards, Peter
Usually people solve spiders case by case without a real method. This time you gave us a "technique" that can be used everytime...awesome!
Hi, i'm glad you found this useful. Will still need some practice to see when and how to apply it. Kind regards, Peter
I just had one of those issues you covered here and well I could solve it in just one second after seeing it. Always great tips from you Peter! Thanks for making those little helpers.
Hi Björn, thanks for commenting and i'm glad you found it useful. Kind regards, Peter
Hello Peter, thanks for another extremely useful video. I also liked that vertex bevel trick you used to make the cylindrical opening in the top. Thanks again, Luca
Hiya Luca, good to see you found it useful and about the bevel trick, just go up with the round level to make circles with more edges. All the best, Peter
Thank you Peter! Man you're really helpful to so many Modonauts. You're definitely appreciated. Keep up the awesome work!
This video is solved huge frustration I had with pinching happens on sub division model!! Thank you very much for the video.
Hi, you are very welcome. Since this subject seems to be of big interest, i am planning to do another one. Kind regards, Peter
I'm using maya but I have also found this immensely helpful. Thank you for the tip. Already helped to fix up a couple of models I was doing.
Hi Bino, good to see that you find it useful. All the best, Peter
Just find Your channel. It's like dreams come true! So much information and practical examples. Love it!
Hi, thanks and welcome to my channel. Enjoy
Ihre Videos sind ganz toll! Ich bin von Ihren Kenntnissen beeindruckt. Danke sehr!!
Hallo Anton, schön dass Dir meine Videos gefallen !
These are great tips, Peter. Thanks for posting your example.
Hi Mike, thank you so much for all your kind comments. All the best, Peter
Very informative tutorial. Really great for any software user. Thanks for sharing!
Hi Sasha, thanks for commenting. I am glad you find it helpful. Peter
OMG This kinds of tutorials are must have. Thanks Peter! subscribed in your channel... learning all your stuff. :D
Welborne Laguinday Thank you and welcome to my channel !
Thanks for the tips Peter, you truly are a modeling king!
Do you also use SHIFT+TAB when modeling? (pixar subdivision)
If you do, do you also have nice tips for creasing? When I use pixar subdivision I always find myself removing all creases and redoing them when I have some topology change.
Hi Johnny, sorry, but somehow i have missed your post. I don't use it very often (See my knife and my revolver tutorials) and when i use, i usually go up with the subdivision level to at least 4. Kind regards, Peter
This is great, Peter! I really learned a lot by this. Great techniques!
Walter Nimroski Hi, good to see you find this useful. Take care, Peter
These are the kind of cases nobody tells you about.
Also, thanks for some awesome shortcuts that I didn't know.
Great lesson, thanks!
+Maxim Peychev I'm glad you found this useful. Kind regards, Peter
One of the best modeling tutorials. thanks!
Thanks very much Peter!
Have a nice Easter Holiday!!
You are very welcome. Have a nice long weekend too.
Peter, thank you for another great help.
Have a good weekend.
Hi Kiko, have a great Easter weekend. All the best to you and your family, Peter
Thank you so much for all of your tutorials. Your explanations are so good. But you mentioned that it's not impossible to avoid spiders completely. Is that true? I am newbie in 3d-modeling, but these spiders and three-edges vertices just dissapoint me, even if they are not placed in critical edges. I am kind of perfectionist :) And if I, for example, will try to upload mesh with spiders/three-edge vertices (all polygons are quads) to turbosquid or similar resources, will they accept such mesh?
Hi Eugene, yes it's true, you can not avoid spiders completely. Have a look at wire pictures on TurboSquid and you will always find some spiders (especially on car models). However, you can avoid triangles, but sometimes it's really not worth it, because when it hits a graphics engine, everything will be triangulated. Good luck and a lot of success, Peter
I was looking for something like this for a long time, and of course who did it like none did before? Ofc its Peter!
Hi Benjamin,this subject seems to be of big interest, i have never had a video with so many views in such a short time, so i am planning a continuation with some typical situations. Kind regards, Peter
Great Tutorials as Always! Thanks a lot Peter.
Hi,
I like this look/technique but is there a way to speed up adding secondary (offset) loops to every sharp edge? It looks automatable... I know select edges > bevel will not give me nice quads but maybe a plugin or something?
Or do I just have to go over every model with Slide and Add Loop tool?
DailyFrankPeter Hi, i don't know of a script or plugin, but it might well be that someone has written something like this. Kind regards, PeterPS: Please let me know when you fid one
Peter Stammbach I will let you know. Cheers for responding.
Always amazing videos from you Peter, i work with cinema 4D and i am having to do more and more modelling if you have ever used C4D you will know its not the best for modelling, i really need to use Modo for modelling and your videos are helping massivly :), keep up the good work peter :)
+Benjamin Keating Hi Benjamin, I am glad to see that you find it useful. Good luck with MODO. It is a great package :-) Peter
Who can dislike this video?!
Awesome, thanks!
Good to see that you like it :-)
Thanks a lot, Peter. What would we do without you? ;-)
Thanks for this nice comment
Hello PeterExcellent tutorial! You must be Swiss with your lovely accent.Thanks and keep up the great work.
Hi Gregor, thanks for commenting and you are right. I am Swiss and not trying to hide it :-))
thanks Peter, you re an excellent teacher
Alexandre Galin Thank you Alexandre, i am glad you find this useful.
Hi, Pete. What you think about edge weight? I have a friend that uses a lot with Cinema 4D, but never see people using with Modo.
Hi Miguel, have a look at my revolver tutorial, ther i use it exclusively. Sometimes you can not get around that
This is really great and helpful, i share with everybody i know doing modeling. Also, i always imagine Werner Herzog (on a very calm Day) explaining modeling to me :)
Thank you, this is such a kind comment. Take care and all the best, Peter
Great lesson thanks Peter.
Hi, I am glad you liked it. Kind regards, Peter
A million thanks for these videos, I appreciate the work you do. Once again thank you. What expectations do you have for Modo 801 will be announced on 24?
Hiya, you are very welcome. To be honest, i have not thought about modo 801, i am quite happy with what 701 gives to me. I probably use less than 10% of what i could do with it :-) Kind regards, Peter
Thanks a million Peter!
Thank You very much Peter!
Hi, you are very welcome. Peter
mr . peter , please tell how create 3d airport runway with ground included . i would to be thankful to u ...nirmal
Make a Plane? and a little tower? :p
How about mesh fusion to avoid spider?
Hi, i have commented quite a few times already about MeshFusion. It's definitely something which can do things a lot easier than in traditional modeling software, but it's a completely different way of doing things. And i still like the challange of traditionel modeling :-) All the best, Peter
Dear Peter, what is the significance of having the bottom deleted?
Patrick von Janicke Hi Patrick, there is no significance, it's just a habit of mine to delete things which are not seen in the render. Just less work :-) Unless ofc if it has to be watertight for 3D printing. Kind regards, Peter
Got it, thanks!
Merci beaucoup Peter
Thanks a lot.
this can be easily achieved with meshfusion
+Mozarc2045 Mu People keep telling this to me, but so far no one has showed me how to do it without millions of polygons
+Peter Stammbach good point, but subdivision also creates millions of polygons. Why not meshfusion first then retopology later on, is there a way to reduce polygons density in modo?
Peter Stammbach Sure Peter, that's the reason why I appreciate you so much! Honestly, the meshfusion gives a more directly method to construct models what designer can do not worry about the mesh layout. But as the double-edged sword, it gives troubles with tons of polygon when it giving you the "Convenient". I guess it's stopped at technical difficulties with coding, wish someday the foundry can fix that. Thx agian for this wonderful tutorial giving by you !
Video starts at 5:37
Perfect circle script is gone.
but i likes spiders :-(
Hi, i like spiders too, that's why i made a tutorial on how to avoid and not how to kill them :-) Take care