HUGE SALE! You can save 50% on all my courses until the end of Christmas with the code XMAS - The Essential Topology Guide - decoded.gumroad.com/l/ESSENTIALTOPO Also available on Blender Market - blendermarket.com/products/essentialtopo The Interior Masterclass - decoded.gumroad.com/l/interiormasterclass Also available on Blender Market - blendermarket.com/products/the-interior-masterclass The Exterior Masterclass - decoded.gumroad.com/l/exteriormasterclass Also available on Blender Market - blendermarket.com/products/the-exterior-masterclass
hey I'm a blender enthousiast and got a suggestion for you. You could enable the "screencast key" addon to display the keys you press while recording your blender sessions. It can help too. Thanks for these tips.
Where did your avatar come from? I remember seeing these exact style of generated cartoon avatars all over Yahoo Answers in the mid-to-late 2000s. This question has popped into my head multiple times over the past few months so now I've just gotta know.
Yes, please, more videos on basic topology. You are a very good teacher. I failed to learn basics like this when I first started out in Blender. Every beginner should master basic topology & tools before developing habits based on poorly learned basics. It is so much harder to unlearn than it is to learn properly the first time. When I first discovered Blender I jumped into ambitious projects, without mastering basic concepts. This slowed my learning process immensely. Now I am having to go back to the beginning and start over, so I really appreciate your focus on the basics.
Don't feel too bad about it, the Blender community is just bad about teaching certain basic things like topology. I chalk the main culprit up to the subsurf modifier. To a newbie who doesn't know anything about topology, the subsurf modifier simultaneously encourages them to use overly-simplistic shapes (which means they don't learn best practices for adding complex topology), while also making the actual topology of the object far more complex, while *also* being reliant on good underlying topology to work correctly. And unfortunately, a LOT of Blender tutorials aimed at beginners just train said beginners to throw a subsurf on damn near everything. That's why I tell people who are just starting out to avoid using the subsurf entirely. When I started out with Blender like fifteen years ago, I fell into the same trap. Then a few years later I went off to university and learned Maya, which forced me to learn good topology. I switched back to Blender a year or two ago now, and I barely ever use the subsurf modifier for anything.
@@zackakai5173 This sounds a lot like my experience. I am in the process of starting over with some of my old unfinished projects that I dropped due to learning roadblocks, most of which were stymied by overuse of the subsurf modifier, which made my scenes unwieldy. Starting over with good topology means I can, in the long run, work faster and have better looking models, because unwrapping & texturing become much easier & the scene is just much more efficient with a bazillion fewer vertices.
This is so true. I started out a month ago and even though it's been going steady, it wasn't before I looked up stuff like this I really started realizing how to make solid shapes that doesn't need constant re-fixing. Great channel this!
This is so refreshing. I only learned Maya in school but now that my student license expired a while back i’ve been trying to get into blender. These videos are a huge help.
I watched this video like a month ago on my other account and was searching for this since then, and now finally youtube suggested this video again, thank you youtube algorithm ❤️
After years using Blender, tips like this always slap me to the ground. I mean, like, there are always new things to learn. Thank you for the lesson mate.
Glad to see creases getting some love ^_^. They save me constantly, being able to make crisp edges on smoothed out meshes like a cartoony face, varying the creasing along an edge like a car body with side ridges that end nowhere, or just rounded edges on hard surfacing like in a cellphone. And meshes ALWAYS end up so much lighter, because there are no extra faces
In General, I agree. But that only applies if you are a hobbyist. You will not get away with that if you want to work in the industry or try to sell your modells. Nice looking and/or leightweight topology is not the same as good topology. The latter is more work, but you do not get around it if you want to make money with 3d. Creases are a no-go in the industry.
@@Bee-KL Great explanation, gonna take the advice to heart. Was wondering tho if using creases to control a subdivision modifier, then applying the modifier would lead to a industry-level model? After the mod is applied, the faces become quads and the edge flow seems just as good as the industry-standard of adding loops. I constantly make models with subdiv mod without caring about n-gons, some models can have 12, 56-faced polygons, countless breaks in flow and edge flows that end in tris, then I apply the subdivision and the edge flow comes out perfect. Then just triangulate faces and it's ready for a videogame or character animation
@@ViniSocramSaint I don't use creases, at all. So I have no clue what happens when you apply the subd mod and then set the creases back to 0. If the shape is kept when you do that, and as long as you clean up the object so you don't have really unnecessary faces caused by the subd, then yes, I would say that model will be production ready. But there are better methods to achieve that. My advice is learning to do clean topology without creases and only go with them for personal projects. I don't do videos here on YT, but maybe search for the YT channel named MLT Studios. Malte has a video with 7 topology tips on that channel. Some are very similar to the tips you find here in the video from Decoded, some are different and IMHO a better solution, like beveling the edge you want to have sharp instead of creasing it. That is not always that easy, but learning to do clean bevels is not science, just practice, learning from mistakes, and practice more with avoiding the mistakes. I use ngons really often, especially in flat areas where the object is not deformed during an animation. I see no problem in that, and when it comes to animation or export to any other app: as long as the ngons are dissolved if needed (and in that case manuelly converted to clean topology) no problem at all. We use ngons - and tris as well - e.g. to redirect polygon-loops or stop them. But with a ngon that has so many vertices like you mentioned, if you just dissolve them by using a subd mod you will most likely never get those loops you would need in other production stages, like animation. At least not in a more complex mesh. If you want to use the subd mod, clean up the ngons manually before you do that and make sure you get the loops you will need. When it comes to triangulating the quads of a more complex mesh: at least by just auto-triangulating the quads you will not get far in the industry. Often (talking about more complex meshes again) you can't select needed edge-loops anymore after just selecting all faces and then triangulate. We triangulate as well if needed, depending on the target software, and if the asset will not be animated. And yes, sometimes it is really tempting to select all faces and just hit ctrl+T to convert everything to tris. But that is something you only should do if you are 200% sure that you will never need any face-loops in that region again. And we rarely know when it comes to client work. In general we don't know and then it goes like this: select a face-loop (often more loops, depending on the asset), hit ctrl+t. select the next loop/region, ctrl+t again. Repeat, repeat. It is boring and monotonous work, but on a lot of models the only way to keep edge loops so you can later select 2 loops, then select the inner region between them and hit Alt+J. That quickly gets you the quads back, if you need them again. Personally, I don't know any character animator who would take a triangulated mesh to animate it. The ones I do work with, always want quads in clean loops in those regions that will be animated. I have never worked in a game studio but I can't imagine it is very different compared to the projects we do (mostly ads and stuff for TV Shows). So I can only guess when you triangulate any mesh that needs to be animated for the game and send that to the animator, he might send it right back to you after informing the CD about it, with an order to do it properly. And that might be the last job you ever do for that studio ;-) IMO learning those skills on more simple meshes (where you probably wouldn't even need them), gets you started, and you can test different methods. And that gets you in a good habit, so later working on more complex meshes, it will not throw you of your path. Be patient with yourself, and if something goes wrong don't give up. Don't throw away those meshes you messed up either. Keep them and store them in a special folder. Try the same stuff again with some other steps or methods (maybe rewatch the topology videos), and after you made it through, save a copy of your success mesh in that special folder as well. Later you can come back and have a look at your achievements, but it also is a good practice if you make a mistake on a different project, to just have a look at the former mistakes and the solution you came up with for the older project. I have been working in the industry since 1994, and I still always have that folder which I have named "Mistakes". It doesn't happen often anymore after all those years, but sometimes I still mess up and have no problem to admit that.
@@Bee-KL WOW! Wasn't expecting a crash course this good for free. Love the motivational bit. Much thanks . I am definitely watching videos and reading about all types of techniques and technologies - have been reading articles and revisiting math books about how to manipulate vectors to make infinite repetitions or custom textures lately, who knew trigonometry would ever be useful :P Anyways, gonna consider making that "Mistakes Folder". Already have something of an archive of old projects on external drives, but properly keeping track of our evolution seems awesome, I'd call it "Trophy Room" ^_^ Thanks again, those tips are GOLD! hope the best for you
That helped so much! My mind was blown a few times :D I've only worked with Blender a couple of weeks now but no tutorial I followed mentioned any of these tips! I ended up with multiple details that really bugged me (like pinched edges or deformed smoothed surfaces). Thank you so much!
I’ve been getting so much from your videos, thank you! I like the music and in general I like scratching, but it does sorta jar my attention when it sounds like a small bird has landed on your shoulder and started squawking it’s head off
For me as a beginner your first video was eye opening, and this is just as informative, straight to the point and I feel I've learned useful tips that I'll use 100%. Thanks for making this!
the ways youre showing are so much easier and straightforward. not only are they easier to do than the alternatives but they are also more versitle and result in cleaner outcomes. thank you for making these vids man, they are really good and informative, i hope you have a lovely day
I knew nothing about creasing before watching this videos. But now, i'm amazed by this function! It gives so many options and makes many things easier!
About the two cylinders in a t-shape - the first method was a thing that I would never even think of :D It was the boolean modifier that immediately sprung into my mind.
Dude thank you so much. I've been trying to get a grasp on topology for like a week. Just trying to figure out the best ways to do this or that and you hit the nail on the head for me!
I remember watching that video, While every tutorial was about making things asap with no regards of topology that video really made me think about mesh and topology first.
you've thought me more things in this video than my collage professor, thankyou for the high quality vid! It really helped me make my performance task!!
One trick that is also very useful for the time you have to do modifications to curved surfaces is the following: 1. You create your desired object without this modification and make sure it looks good in subd modifier. 2. Duplicate said object and modify it (eg. an extrusion). 3. Create a vertex group on the modified object with all vertices that arent affected by the extrusion. 4. On the same object, add a Shrinkwrap modifier and to the Vertex Group add your group and then follow it up selecting the Target to the original mesh With this method you can still use supporting edges and still have perfect shading Hope it helps ;)
@@N1kou So if I understand your question, you're asking how he flattened the top of the cilinder, right? ->So first of all you want to have selected all faces, edges or vertices you want to flatten. ->Secondly you press scale ("S" keybind). ->Next limit it on one of the axis by pressing the corresponding key (X, Y or Z). In this case, he pressed "Z" to limit the movement to that axis. ->Finally press "0" to flatten then to the same level on the same axis :)) Hope it helps
Last 2 tips were gold! as someone who like to make weapon models and work with round and cylinder shapes, I will be forever thankful for what you tought me here! Thanks.
@@Kholaslittlespot1 Started with SketchUp, then branched out to 3DS Max and Maya. Although I still use SketchUp to this day; it's a simple way to zone out and relax, I guess.
Great video! For the section on modelling into curved surfaces another nice trick to make the edges sharp is placing a bevel modifier above the subdivision modifier.
WOW this video was so helpful! I watched a few of your videos last year and I just find your channel with this video again and immediately subscribed. you are a great teacher with a lot of knowledge, I hope you keep making this kinds of videos.
Something I like to do when I need to bevel in a manner like you do with the revolver sketch is do a loop cut where I want to make it arch with enough slices for a good curve, turn on proportional editing, hide all the vertices I don't want affected, and then highlight the middle edge and move it with inverse square chosen until it looks good. Then unhide all the vertices, they will be unaffected. This is a great video. Please make more, and thanks!
Something I'm glad to see a lot of beginner tutorials emphasize these days is the use of non-destructive modifiers. Holyyyyyyy shit when I started out in blender about 15 years ago, I did everything by hand, and took days to finish anything remotely complex. USE MODIFIERS! They are your friend :D
I've just got into blender, I'd love to make characters, and this video is a heaven sent for the basics i need, apart from many ithers but already i want to tries these.
Thanks for this video. New to blender, so I'm learning new stuff all the time. I found out when beveling the two pipes together, if you set the "shape" value in the tool to less than .5, the bevel is convex, instead of concave...in short, it produces an actual bead which looks like a true "weld".
What I learned from this video: Double tap G is the hotkey to slide vertices. Worth 13 minutes just for that. It'll save me 13 minutes five times a day...
holy crap i thought i was getting pretty proficient with blender, but even the shortcuts and basic functions you used here blew my mind.... wow if i can learn these basics all of my work is going to get sooooo much easier, cleaner, and faster. Thanks man, time to subscribe and go scour your backlog and level up
I'm new to Blender and spent almost all of last night just struggling to figure out how to get rid of the pinching on top of a sphere. The better cylinders tip here really helped (I just wish I had looked for it sooner haha). The other tips are also very insightful and I'm sure they'll save me a lot of headaches in the future, thanks!
Thank you! Really helped me understand topology issues and solutions. Please continue with this amazing work. I would love to see more optimisation in geometry, as I’m using it in games, they need to be clean and as optimised as possible.
HUGE SALE! You can save 50% on all my courses until the end of Christmas with the code XMAS -
The Essential Topology Guide -
decoded.gumroad.com/l/ESSENTIALTOPO
Also available on Blender Market - blendermarket.com/products/essentialtopo
The Interior Masterclass -
decoded.gumroad.com/l/interiormasterclass
Also available on Blender Market - blendermarket.com/products/the-interior-masterclass
The Exterior Masterclass -
decoded.gumroad.com/l/exteriormasterclass
Also available on Blender Market - blendermarket.com/products/the-exterior-masterclass
hey I'm a blender enthousiast and got a suggestion for you. You could enable the "screencast key" addon to display the keys you press while recording your blender sessions. It can help too. Thanks for these tips.
Just wanted to write this, and just checked comments if anyone has already suggested this and there you were.
this would be so helpful! I'm not a native English speaker and sometimes it's hard to be sure what he just said/meant without any written help
Where did your avatar come from? I remember seeing these exact style of generated cartoon avatars all over Yahoo Answers in the mid-to-late 2000s. This question has popped into my head multiple times over the past few months so now I've just gotta know.
@@levidavidmurray FaceQ or something like that... Or just srarch face avatar maker cartoon or somethin
@DarkXSeries7 blender fan sounds weak
Yes, please, more videos on basic topology. You are a very good teacher. I failed to learn basics like this when I first started out in Blender. Every beginner should master basic topology & tools before developing habits based on poorly learned basics. It is so much harder to unlearn than it is to learn properly the first time. When I first discovered Blender I jumped into ambitious projects, without mastering basic concepts. This slowed my learning process immensely. Now I am having to go back to the beginning and start over, so I really appreciate your focus on the basics.
Don't feel too bad about it, the Blender community is just bad about teaching certain basic things like topology. I chalk the main culprit up to the subsurf modifier. To a newbie who doesn't know anything about topology, the subsurf modifier simultaneously encourages them to use overly-simplistic shapes (which means they don't learn best practices for adding complex topology), while also making the actual topology of the object far more complex, while *also* being reliant on good underlying topology to work correctly. And unfortunately, a LOT of Blender tutorials aimed at beginners just train said beginners to throw a subsurf on damn near everything.
That's why I tell people who are just starting out to avoid using the subsurf entirely. When I started out with Blender like fifteen years ago, I fell into the same trap. Then a few years later I went off to university and learned Maya, which forced me to learn good topology. I switched back to Blender a year or two ago now, and I barely ever use the subsurf modifier for anything.
@@zackakai5173 This sounds a lot like my experience. I am in the process of starting over with some of my old unfinished projects that I dropped due to learning roadblocks, most of which were stymied by overuse of the subsurf modifier, which made my scenes unwieldy.
Starting over with good topology means I can, in the long run, work faster and have better looking models, because unwrapping & texturing become much easier & the scene is just much more efficient with a bazillion fewer vertices.
Hey bro, can i ask u something? how did he make the top of that form got straight in 7:10??
This is so true. I started out a month ago and even though it's been going steady, it wasn't before I looked up stuff like this I really started realizing how to make solid shapes that doesn't need constant re-fixing. Great channel this!
Now that you have experience, could you recommend basic concepts that I should study? I'm starting and that's happening to me
That radial modeling blew my mind. omg that is life changing.
that last cylinder should be added as a standard mesh in blender, it’s amazing!
Default cylinder should be like that
@@markzaikov456 No, he means with the top face being inset and having a grid fill center.
@@Edward-Not-Elric No no, I meant the default cylinder SHOULD be the better version. Like the round cube rather than the default sphere.
@Mark Zaikov OH. That makes sense haha
If I see a shape a lot I just keep an organized library for reuse.
Its amazing how advanced artists just model complex things smartly in 20 seconds while I spend a whole afternoon. Really valuable vid :)
The radial modelling trick saved my sanity. Thank you a lot!
we were on the same page, now we are on the same page
This is so refreshing. I only learned Maya in school but now that my student license expired a while back i’ve been trying to get into blender. These videos are a huge help.
Same here!
How are these topology things on Maya?
@@ivensaurothe technique is the same.... We just do it with different keyboard strokes else everything is the same
very helpful. thanks. Never thought an 8 sided cylinder could become such a smoothly round surface
The radial modeling method is awesome! Thanks.
Glad you like it!
The tip at 8:50 blew my mind bro. I have learned so much from your videos
This is just brilliant, I am always amazed how easy it is to resolve those annoying issues I hit so often - thank you
12:20 WOA! Mind blowing, that fixes so many of my mesh issues with just that one tip.
I've been on a quest to learn good topology techniques, and you release this gem of a video. Thank you so much.
You're very welcome!
The timing of this video comes great, thank you very much this will be very helpful for my school project
You're very welcome!
I watched this video like a month ago on my other account and was searching for this since then, and now finally youtube suggested this video again, thank you youtube algorithm ❤️
Cool. I'm glad you found it again.
6:54 tip was life changing, thank you DECODED
That wee tip with how to create quads at the top of the cylinder was cool!
that t joint with the cylinders was absolutely fantastic, subbed just for that haha
After years using Blender, tips like this always slap me to the ground. I mean, like, there are always new things to learn. Thank you for the lesson mate.
Glad to see creases getting some love ^_^. They save me constantly, being able to make crisp edges on smoothed out meshes like a cartoony face, varying the creasing along an edge like a car body with side ridges that end nowhere, or just rounded edges on hard surfacing like in a cellphone. And meshes ALWAYS end up so much lighter, because there are no extra faces
In General, I agree. But that only applies if you are a hobbyist. You will not get away with that if you want to work in the industry or try to sell your modells. Nice looking and/or leightweight topology is not the same as good topology. The latter is more work, but you do not get around it if you want to make money with 3d. Creases are a no-go in the industry.
@@Bee-KL Great explanation, gonna take the advice to heart. Was wondering tho if using creases to control a subdivision modifier, then applying the modifier would lead to a industry-level model? After the mod is applied, the faces become quads and the edge flow seems just as good as the industry-standard of adding loops.
I constantly make models with subdiv mod without caring about n-gons, some models can have 12, 56-faced polygons, countless breaks in flow and edge flows that end in tris, then I apply the subdivision and the edge flow comes out perfect. Then just triangulate faces and it's ready for a videogame or character animation
@@ViniSocramSaint
I don't use creases, at all. So I have no clue what happens when you apply the subd mod and then set the creases back to 0. If the shape is kept when you do that, and as long as you clean up the object so you don't have really unnecessary faces caused by the subd, then yes, I would say that model will be production ready. But there are better methods to achieve that.
My advice is learning to do clean topology without creases and only go with them for personal projects.
I don't do videos here on YT, but maybe search for the YT channel named MLT Studios. Malte has a video with 7 topology tips on that channel. Some are very similar to the tips you find here in the video from Decoded, some are different and IMHO a better solution, like beveling the edge you want to have sharp instead of creasing it. That is not always that easy, but learning to do clean bevels is not science, just practice, learning from mistakes, and practice more with avoiding the mistakes.
I use ngons really often, especially in flat areas where the object is not deformed during an animation. I see no problem in that, and when it comes to animation or export to any other app: as long as the ngons are dissolved if needed (and in that case manuelly converted to clean topology) no problem at all. We use ngons - and tris as well - e.g. to redirect polygon-loops or stop them.
But with a ngon that has so many vertices like you mentioned, if you just dissolve them by using a subd mod you will most likely never get those loops you would need in other production stages, like animation. At least not in a more complex mesh. If you want to use the subd mod, clean up the ngons manually before you do that and make sure you get the loops you will need.
When it comes to triangulating the quads of a more complex mesh: at least by just auto-triangulating the quads you will not get far in the industry. Often (talking about more complex meshes again) you can't select needed edge-loops anymore after just selecting all faces and then triangulate.
We triangulate as well if needed, depending on the target software, and if the asset will not be animated.
And yes, sometimes it is really tempting to select all faces and just hit ctrl+T to convert everything to tris. But that is something you only should do if you are 200% sure that you will never need any face-loops in that region again. And we rarely know when it comes to client work.
In general we don't know and then it goes like this: select a face-loop (often more loops, depending on the asset), hit ctrl+t. select the next loop/region, ctrl+t again. Repeat, repeat. It is boring and monotonous work, but on a lot of models the only way to keep edge loops so you can later select 2 loops, then select the inner region between them and hit Alt+J. That quickly gets you the quads back, if you need them again.
Personally, I don't know any character animator who would take a triangulated mesh to animate it. The ones I do work with, always want quads in clean loops in those regions that will be animated. I have never worked in a game studio but I can't imagine it is very different compared to the projects we do (mostly ads and stuff for TV Shows). So I can only guess when you triangulate any mesh that needs to be animated for the game and send that to the animator, he might send it right back to you after informing the CD about it, with an order to do it properly. And that might be the last job you ever do for that studio ;-)
IMO learning those skills on more simple meshes (where you probably wouldn't even need them), gets you started, and you can test different methods. And that gets you in a good habit, so later working on more complex meshes, it will not throw you of your path. Be patient with yourself, and if something goes wrong don't give up. Don't throw away those meshes you messed up either. Keep them and store them in a special folder. Try the same stuff again with some other steps or methods (maybe rewatch the topology videos), and after you made it through, save a copy of your success mesh in that special folder as well. Later you can come back and have a look at your achievements, but it also is a good practice if you make a mistake on a different project, to just have a look at the former mistakes and the solution you came up with for the older project.
I have been working in the industry since 1994, and I still always have that folder which I have named "Mistakes". It doesn't happen often anymore after all those years, but sometimes I still mess up and have no problem to admit that.
@@Bee-KL WOW! Wasn't expecting a crash course this good for free. Love the motivational bit. Much thanks . I am definitely watching videos and reading about all types of techniques and technologies - have been reading articles and revisiting math books about how to manipulate vectors to make infinite repetitions or custom textures lately, who knew trigonometry would ever be useful :P
Anyways, gonna consider making that "Mistakes Folder". Already have something of an archive of old projects on external drives, but properly keeping track of our evolution seems awesome, I'd call it "Trophy Room" ^_^
Thanks again, those tips are GOLD! hope the best for you
That helped so much! My mind was blown a few times :D I've only worked with Blender a couple of weeks now but no tutorial I followed mentioned any of these tips! I ended up with multiple details that really bugged me (like pinched edges or deformed smoothed surfaces). Thank you so much!
I’ve been getting so much from your videos, thank you! I like the music and in general I like scratching, but it does sorta jar my attention when it sounds like a small bird has landed on your shoulder and started squawking it’s head off
10:00 naah that is insane, this is an actually amazing video
That final tip was just what I needed! It's so much better than merging at the center
This video is a gold and I should have taken a selfie of my face when you explained the radial modelling. Thanks for sharing!
the last two blew my mind! i can't believe i went so long without knowing! glad i found this vid
For me as a beginner your first video was eye opening, and this is just as informative, straight to the point and I feel I've learned useful tips that I'll use 100%. Thanks for making this!
No problem. Thank you for watching.
That last cylinder is so good!!
It has a lot of uses. You can grab the vertical edges and scale them outwards to basically make any square shape on top of a cylinder.
Wow! Thank You! I modeled all of Mont Saint Michel in France - now I need to tighten it up. Thanks again!
the ways youre showing are so much easier and straightforward.
not only are they easier to do than the alternatives but they are also more versitle and result in cleaner outcomes.
thank you for making these vids man,
they are really good and informative,
i hope you have a lovely day
Thanks!
One of the best Blender topology videos
I've had this on my list for a bit, wish Id watched it much sooner!
The last cylinder should be a base mesh in Blender, it's so clean! Very good tutorial, I'll be trying to implement these tips in my learning sessions
Gosh I learned much on that video on problems I got for years and years. Like the first tip with the extrude
Sheeesh the last two were stuff I had never seen before! Thanks!
Grid fill is a great tip! Thank you!
I knew nothing about creasing before watching this videos. But now, i'm amazed by this function! It gives so many options and makes many things easier!
Thank you so much these tips are so helpful, specially the cylinder one that is a real pain in the ass most of the times, cheers!
The Radial modeling tip opened my third eye, thank you!!!
About the two cylinders in a t-shape - the first method was a thing that I would never even think of :D
It was the boolean modifier that immediately sprung into my mind.
yes pls more topology, i think its such an important and overlooked topic when it comes to modeling in blender
Very nice. I never thought it could be done that way. Thank you very much.
Dude thank you so much. I've been trying to get a grasp on topology for like a week. Just trying to figure out the best ways to do this or that and you hit the nail on the head for me!
I remember watching that video, While every tutorial was about making things asap with no regards of topology that video really made me think about mesh and topology first.
This might be the most helpful video I've ever seen on youtube.
you just teach 3 hours of training video in 13min video! this is what we need thank you!!
These videos are a gold mine. Keep it up
Some very sound advice! Learnt a few tricks, tank you. Topology and simplifying/improving workflows is very precious.
If not too much hassle, yes we want more of this. Thanks
Yes, please make more videos on topology. Thanks for this tips.
you've thought me more things in this video than my collage professor, thankyou for the high quality vid! It really helped me make my performance task!!
gotta love these tips that help improve workflow! these makes things to much more simpler.
This video is pure gold
I hope every 3D artist sees this
Thanks.
The radial modelling is a great time saver! Will using lots. 👌
Oh, my god. That's absolutely wonderful! Thank you for this!
One trick that is also very useful for the time you have to do modifications to curved surfaces is the following:
1. You create your desired object without this modification and make sure it looks good in subd modifier.
2. Duplicate said object and modify it (eg. an extrusion).
3. Create a vertex group on the modified object with all vertices that arent affected by the extrusion.
4. On the same object, add a Shrinkwrap modifier and to the Vertex Group add your group and then follow it up selecting the Target to the original mesh
With this method you can still use supporting edges and still have perfect shading
Hope it helps ;)
Hey bro, can i ask u something? how did he make the top of that form got straight in 7:10???
@@N1kou So if I understand your question, you're asking how he flattened the top of the cilinder, right?
->So first of all you want to have selected all faces, edges or vertices you want to flatten.
->Secondly you press scale ("S" keybind).
->Next limit it on one of the axis by pressing the corresponding key (X, Y or Z). In this case, he pressed "Z" to limit the movement to that axis.
->Finally press "0" to flatten then to the same level on the same axis :))
Hope it helps
@@Utum Your reply is exactly why this dude needs to put Screencast on and show what keys/mouse buttons he's using.
Advice on how to do radial modeling is always great, but surprisingly the all-quads cylinder was the biggest tip for me, that's _so_ helpful
the radial array method blows my mind, thank you for this!
learned so much in this!
moreee topology video! more!!!
thank youuu
I really appreciate it that you show the mistakes then a better solution
These kinds of videos with useful, universal principles are great!!
Wow, one of the best video about tips on Blender, love that kind of simple video making life easier, sharing knowlegde is a benediction!
Thank you. These are really good habits and the earlier you start applying them, the more lifesaving they can be on the long run
Last 2 tips were gold! as someone who like to make weapon models and work with round and cylinder shapes, I will be forever thankful for what you tought me here! Thanks.
Glad to help!
Even after 14 years of experience with 3D modeling, it's always nice to remind myself of some of the basics. Thanks for the video!
Badass... Wish I'd started earlier.
What programs did you start working with?
@@Kholaslittlespot1 Started with SketchUp, then branched out to 3DS Max and Maya. Although I still use SketchUp to this day; it's a simple way to zone out and relax, I guess.
@@dmans7707 exactly that! Just sitting and modelling crap is my therapy.
Can't get enough topology videos. Thanks for sharing
Glad you like them!
Oh yes! Some more advanced topology methods I'd love to see!
One of the best beginner friendly vids I've seen
Great video! For the section on modelling into curved surfaces another nice trick to make the edges sharp is placing a bevel modifier above the subdivision modifier.
WOW this video was so helpful! I watched a few of your videos last year and I just find your channel with this video again and immediately subscribed.
you are a great teacher with a lot of knowledge, I hope you keep making this kinds of videos.
You're welcome. Thank you for subscribing!
Something I like to do when I need to bevel in a manner like you do with the revolver sketch is do a loop cut where I want to make it arch with enough slices for a good curve, turn on proportional editing, hide all the vertices I don't want affected, and then highlight the middle edge and move it with inverse square chosen until it looks good. Then unhide all the vertices, they will be unaffected.
This is a great video. Please make more, and thanks!
Another banger, absolute legend for doing another
Something I'm glad to see a lot of beginner tutorials emphasize these days is the use of non-destructive modifiers. Holyyyyyyy shit when I started out in blender about 15 years ago, I did everything by hand, and took days to finish anything remotely complex. USE MODIFIERS! They are your friend :D
Have had 3D-modeling as a hobby since 2017 and learned so much from this video even today. All you did was new to me. This speeds up my work. Thanks!
Awesome. Topology is my number 1 priority right now and I hope you make a lot more videos about it.
This video has been pretty well received so far, so I'll almost certainly make more since people seem to find them helpful.
Super cool video. For the last example, I like to place an edge split modifier before the sub div.
I've just got into blender, I'd love to make characters, and this video is a heaven sent for the basics i need, apart from many ithers but already i want to tries these.
Learned a couple new things. Thank you and keep them coming!
omg the 4rd advice was so freaking useful
Glad it was helpful!
Thanks for the tips!!!!👍👍
I have been doing Blender for 20 years and I still learn new and improved tips all of the time.
It really is a never-ending learning curve.
Thanks for this video. New to blender, so I'm learning new stuff all the time. I found out when beveling the two pipes together, if you set the "shape" value in the tool to less than .5, the bevel is convex, instead of concave...in short, it produces an actual bead which looks like a true "weld".
I really enjoyed this Video. You man Fixed lot of my problems. God Bless you man.
All great tips but the 4th one... that's a real game changer. Thank you very much!
Thanks! Good video! I saved this in my 3D-modelling playlist. :)
Great teaching method. I enjoyed the ride. thank you .
Yes please more will be very much appreciated
To extrude faces for the 1:42 tutorial select them and press E
What I learned from this video:
Double tap G is the hotkey to slide vertices.
Worth 13 minutes just for that. It'll save me 13 minutes five times a day...
this guys is a wizard of blender ! :D
holy crap i thought i was getting pretty proficient with blender, but even the shortcuts and basic functions you used here blew my mind.... wow if i can learn these basics all of my work is going to get sooooo much easier, cleaner, and faster. Thanks man, time to subscribe and go scour your backlog and level up
I'm new to Blender and spent almost all of last night just struggling to figure out how to get rid of the pinching on top of a sphere. The better cylinders tip here really helped (I just wish I had looked for it sooner haha). The other tips are also very insightful and I'm sure they'll save me a lot of headaches in the future, thanks!
@DECODED Excellent vid and yes ... the more advanced modeling techniques, the merrier.
Thank you! Really helped me understand topology issues and solutions. Please continue with this amazing work. I would love to see more optimisation in geometry, as I’m using it in games, they need to be clean and as optimised as possible.
Thanks for the tips! The radial modelling is amazing! Such a time saver.
Blender newbie, here. Thanks for the informative video. Think I'll poke around your channel a bit more.
Thank you for this great tutorial!
i know already the first three tips
but thank you.. this is very helpful for many people !
we hope to see more tips and more advanced ones
This video just answered all my topology questions, straight to the point. Superb instructions
Really good tips, thanks for all the help.