Wow thanks for making this! Learned a lot, absolutely a masterclass. The reason why it's important to have evenly-spaced topology finally "clicked" for me. I would've been doing pushups for giving you a model with holding edges before.
Nice tips. By the way, when I'm doing a planet, I'm also using a cube instead of a UV sphere. Just the standard cube, then I give it a Subdivision Surface modifier with Level 4 or even 6, then add a Cast modifier with Factor 1 to make it fully spherical. For the planetary texture which is usually a 2:1 ratio image, instead of using UVs for it I set the projection of the Image Texture node from Flat to Sphere. Et voilà, perfect planet 😁 For the Texture Coordinate you can either choose Generated or Object, the only difference it makes is which way the "front" of the texture faces, in X or Y direction.
@@BlenderBob Yes, I know the extra objects and have them enabled... I should have mentioned I do it this way with modifiers to keep it procedural. Of course when I want to apply them I could as well use the round cube with the "Quadsphere" preset. Although for a destructive workflow I think it goes quite fast with a default cube as well: Ctrl+4 to subdivide level 4, then Ctrl+A > Visual Geometry to Mesh, then Tab into Edit Mode and Shift+Alt+S for the To Sphere tool and dragging the mouse until it reaches 1. Just a few quick shortcuts and two mouseclicks. Fast and easy.
Thank you for these tips and workflows. I've been doing 3d for 15 years, and I still have a hard time keeping good topo. It's hard to remember all these guidelines.
If you select an edge, than an other 2/3/4 etc loops from it. Control, shift +selects the next one 2/3/4 etc loops from that. In your case doesn't matter to click 8 times, bit with more dense topology its usefull.
In real time the lighter the better and triangle is the norm for accelerated GPU but as you say for exploding simulation or deformation in houdini or other it's a big no, they probably some trick to made destructible objects with muti low poly mesh collision depend also if the engine use some LOD ...
Hey Bob, great vid. I have a question and I can't really get answer to it. I'm working on an animation series, which will be rendered out with a GPU render engine, Octane. 80% of objects won't be highly detailed, but there will be lot of them. Which type of topology method would be more hardware friendly? As you mentioned, triangles doesn't necessarily mean less faces, but as game engines work with triangles and are calculated by GPU, would it mean that it will be better to use triangle meshes when rendering with GPU? I'm trying to figure out what would give me better economy at GPU memory and render times, Thanks!
Octane is a path tracer so it doesn’t render like a game engine, even if it’s GPU. So it won’t matter much. The important thing about path tracers is that everything fits into RAM memory, including textures (which is usually the problem with Cycles as it doesn’t do mipmapping. Not sure if Octane does.
just wanted a to watch another short BlenderBob video... and then found the best, most comprehensive retopo guide on yourtube ... Next time, please, put a warning sign that this is not a 10mins blooper.
There's no fixed method! All of them are good for a specific case. I done them all in all ways on all tasks possible with 3DCGi. When I was young I pursued the perfect topology and as professional I was forced to use all the crap imaginable... and even that crap has it advantages :) The key is know exactly were and how to use each method.
@@BlenderBob Yeah, yesterday I was going to sleep, so hadn't the chance to see it from start to finish, but I will! I've added the video to my Sunday list. At Sundays I take 3 hours to study and this one is on the list! Thanks for your work and time!
@@danielgroenewald3006 What one dreams to do as a aspiring 3D artist is not what one ends up doing as soon we get paid for it... specially when everything has to be modified 50 times before approval... ...and when it finally gets approved one already can't stand the darn thing anymore! One just want's to get rid of it! 😆
tl dr; not gonna subdivide? you don't have to care about topology/quads/ngons if it renders well. don't worry about topology unless you have to worry about topology.
It’s not always about if it renders well or not. It’s also about displacement maps, simulations and 3D texture painting. All three versions render well.
It's very pleasant to hear your comments during working process.
This is so helpful! Thank you!
Nice work! Happy to see you back to making technique vids. Can't wait to see what's next!
I’m running out of things to talk about
Wow thanks for making this! Learned a lot, absolutely a masterclass. The reason why it's important to have evenly-spaced topology finally "clicked" for me. I would've been doing pushups for giving you a model with holding edges before.
Nice tips. By the way, when I'm doing a planet, I'm also using a cube instead of a UV sphere. Just the standard cube, then I give it a Subdivision Surface modifier with Level 4 or even 6, then add a Cast modifier with Factor 1 to make it fully spherical. For the planetary texture which is usually a 2:1 ratio image, instead of using UVs for it I set the projection of the Image Texture node from Flat to Sphere. Et voilà, perfect planet 😁 For the Texture Coordinate you can either choose Generated or Object, the only difference it makes is which way the "front" of the texture faces, in X or Y direction.
Yep! That would work too. Many steps though. Try the extra objects addon. Comes with Blender. :-)
@@BlenderBob Yes, I know the extra objects and have them enabled... I should have mentioned I do it this way with modifiers to keep it procedural. Of course when I want to apply them I could as well use the round cube with the "Quadsphere" preset.
Although for a destructive workflow I think it goes quite fast with a default cube as well: Ctrl+4 to subdivide level 4, then Ctrl+A > Visual Geometry to Mesh, then Tab into Edit Mode and Shift+Alt+S for the To Sphere tool and dragging the mouse until it reaches 1. Just a few quick shortcuts and two mouseclicks. Fast and easy.
The ultimate mesh guide. Nice work!
Thank you for these tips and workflows. I've been doing 3d for 15 years, and I still have a hard time keeping good topo. It's hard to remember all these guidelines.
maybe i'll be just like you , i'm starting my 3D journey
Very helpful for industrial design CAD models, thanks!
i still love you blender bob, unreal engine is my kick now, but blender taught me
If you select an edge, than an other 2/3/4 etc loops from it. Control, shift +selects the next one 2/3/4 etc loops from that. In your case doesn't matter to click 8 times, bit with more dense topology its usefull.
"Good luck Maya losers... I mean, Maya users"
got me laughing so hard
Mega LOL
best video i see it in all channels on youtube thank you soo much
Nice video, thanks Bobby!
thank you.
Great work Blender Bob!
Hey Tom! I didn’t know you watched my clips! Well, I’m not going to teach you anything for sure!
Really good video, thank you!
In real time the lighter the better and triangle is the norm for accelerated GPU but as you say for exploding simulation or deformation in houdini or other it's a big no, they probably some trick to made destructible objects with muti low poly mesh collision depend also if the engine use some LOD ...
6:16 that's a UV sphere not Ico sphere right ? or am I going crazy ? 😅 great video btw
Oops! Too late.
thank you...
👍👍
Hey Bob, great vid. I have a question and I can't really get answer to it. I'm working on an animation series, which will be rendered out with a GPU render engine, Octane. 80% of objects won't be highly detailed, but there will be lot of them. Which type of topology method would be more hardware friendly? As you mentioned, triangles doesn't necessarily mean less faces, but as game engines work with triangles and are calculated by GPU, would it mean that it will be better to use triangle meshes when rendering with GPU? I'm trying to figure out what would give me better economy at GPU memory and render times, Thanks!
Octane is a path tracer so it doesn’t render like a game engine, even if it’s GPU. So it won’t matter much. The important thing about path tracers is that everything fits into RAM memory, including textures (which is usually the problem with Cycles as it doesn’t do mipmapping. Not sure if Octane does.
@@BlenderBob Valuable information, Thank you!
Does Mesh Check work with Blender 4.1??
Kinda. Having some issues with it
can I have a modeling request ? Its about an historical helmet with some ergonomic cheek guards. ill provide the refferences!
Go to blenderartist dot org and post something in the jobs forum. :-)
For me it's just MAGIC
at 55:54 you said the original triangulated model is gonna be in the description
Fixed. Thanks
just wanted a to watch another short BlenderBob video... and then found the best, most comprehensive retopo guide on yourtube ... Next time, please, put a warning sign that this is not a 10mins blooper.
Or don't and you'll get more watch time heheheeee
Where's the link for Mesh Check?
Fixed. thanks
There's no fixed method! All of them are good for a specific case. I done them all in all ways on all tasks possible with 3DCGi.
When I was young I pursued the perfect topology and as professional I was forced to use all the crap imaginable... and even that crap has it advantages :)
The key is know exactly were and how to use each method.
Which is pretty much what I explained both at the beginning and the end. :-)
@@BlenderBob Yeah, yesterday I was going to sleep, so hadn't the chance to see it from start to finish, but I will! I've added the video to my Sunday list. At Sundays I take 3 hours to study and this one is on the list! Thanks for your work and time!
Im also a professional and the amount of crap meshes going around at work is staggering haha
@@danielgroenewald3006 What one dreams to do as a aspiring 3D artist is not what one ends up doing as soon we get paid for it... specially when everything has to be modified 50 times before approval... ...and when it finally gets approved one already can't stand the darn thing anymore! One just want's to get rid of it! 😆
yooo bobby
it is usually pronounced "quods" as in "odd" , even though it is spelt with an "a"
Maybe if you are British
@@BlenderBob kwadds it shall be
Pardon my French. :-)
tl dr; not gonna subdivide? you don't have to care about topology/quads/ngons if it renders well.
don't worry about topology unless you have to worry about topology.
It’s not always about if it renders well or not. It’s also about displacement maps, simulations and 3D texture painting. All three versions render well.