N-Gons Special - Triangles, Quads & N-Gons in hard surface modeling - 3Ds Max 2017

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  • Опубликовано: 12 июл 2024
  • Find out why N-Gons aren't as bad as their reputation. Part #1 of special episodes covering frequently asked questions when it comes to the workflow as seen in the ChamferZone game art tutorials.
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Комментарии • 354

  • @qwertyqwertovich4912
    @qwertyqwertovich4912 4 года назад +41

    I felt so guilty to leave ngons like that in my moddels. This made me feel so much better xd

  • @Sean-kp6pi
    @Sean-kp6pi 7 лет назад +15

    That's one of the most detailed weapon models I've seen. I love how everything from the charging handle, to the dust cover, to the bolt carrier group etc, is completely detailed and functional for animation.

    • @ChamferZone
      @ChamferZone  7 лет назад

      Hi Sean, sorry for the late reply and thanks for your feedback! :) You can see all the guns in 3D over here if you are interested: chamferzone.com/3d-viewer-sketchfab/ Cheers, Tim !

    • @user-be4gl1ms4p
      @user-be4gl1ms4p 2 года назад

      @@ChamferZone Hey Tim,I think he wants a tutorial/course for it.It would be amazing to have a course which will explain how to make gun like this.Hope you will consider making it

  • @crimsonBen
    @crimsonBen 3 года назад +4

    its 2020 and this content is still GOLD! Danke dir Tim!

  • @To-mos
    @To-mos 7 лет назад +5

    I love how your tutorials are all practical models and not just some sphere with random details!

    • @ChamferZone
      @ChamferZone  7 лет назад

      Thank you Tomos, appreciate it! Yes I prefer to show it on the actual models that I work on.

  • @JRHainsworth
    @JRHainsworth 4 года назад +19

    1:05 'This here is the low poly model"
    Oh yeah, I could tell by how low quality it is. You can barely tell it's a desk fan at all.

    • @JRHainsworth
      @JRHainsworth 4 года назад

      Cyborg 602 It was a joke, my dude.

  • @WarsmithForixx
    @WarsmithForixx 7 лет назад +2

    Love the tutorials, whenever i find a problem i come here and i find exactly what i need.Thank you :D

    • @ChamferZone
      @ChamferZone  7 лет назад +1

      Hey Xarl, appreciate it and thanks for subbing! :)

  • @borysudodenko6680
    @borysudodenko6680 7 лет назад +4

    Yet another invaluable video, thank you Tim!

    • @ChamferZone
      @ChamferZone  7 лет назад +1

      Thanks Boric! Appreciate it.

  • @ashleywroe196
    @ashleywroe196 7 лет назад

    Thank you so much for these tutorials Tim, its made me reevaluate my entire modelling process, keep up the good work!

    • @ChamferZone
      @ChamferZone  7 лет назад

      Hey Ashley, awesome to hear! Glad they help and I'll certainly keep on producing. Cheers.

  • @johnsullivan937
    @johnsullivan937 7 лет назад +4

    Im really glad you explained that its ok to have ngons and tri's sometimes. my first 3d modeling teacher hammered it in our heads since day 1 to NEVER have any N gons. i think that has been causing me to make my models geometry a lot more complex than it actually needed to be. THANK YOU for explaining so clearly

    • @ChamferZone
      @ChamferZone  7 лет назад +3

      Hello John! haha yeah I keep hearing that from game college students, I am probably on some hitlist of college teachers but in all seriousness. That's the way to do it. As long as we don't add ngons just for the sake of it but in situations where otherwise we would have to create a mess. Usually on flat areas the ngons make sense and don't affect the looks of our model.

  • @Zoids-bf6op
    @Zoids-bf6op 5 лет назад +6

    ive been stressing out and lied to my whole time studying 3d 5yrs..you've just made my life alot easier!

  • @mimARC06
    @mimARC06 7 лет назад +2

    thanx Tim. no more deals with quads..very happy to overcome tons of issues in modelling...used to effort to make quads..thanx again alot...

    • @ChamferZone
      @ChamferZone  7 лет назад

      Hi Mimarc, thank you. I am glad it helps!

  • @LikeablePuppet
    @LikeablePuppet 3 года назад

    Coming over to the game side from film, this is super helpful. Thank you very the time to make these videos.

  • @EugeneKarnak
    @EugeneKarnak 7 лет назад +1

    nice one Tim! As always pure quality !

  • @MrXsim1
    @MrXsim1 7 лет назад +1

    Thanks for the video. Your tutorials are always very clear! : )

  • @la3dno
    @la3dno 3 года назад +12

    Ngons and triangles are ok when they're located on a flat surfaces, like in your case for example it's receiver. But you can clearly see really big problems with shading (=> normal map) on the grip. So you need to keep your topology at least really close to quad in places like this and it's gonna look really clean and nice. Isn't that right?

  • @saahil0855
    @saahil0855 7 лет назад +3

    This is the perfect tutorial channel.... Sir thank you so much

    • @ChamferZone
      @ChamferZone  7 лет назад

      Thanks for following Saahil! Glad you like it.

  • @Noollab
    @Noollab 7 лет назад +1

    THANK YOU. This is something I've been wondering ever since I got into 3D modeling, and whenever I ask on various forums, I always get the same answer: tri's and quads ONLY! With little to no explanation as to why n-gons wouldn't work for models that don't deform.
    Keep up the great work, love your videos, keep 'em coming! :D

    • @ChamferZone
      @ChamferZone  7 лет назад

      Thank you Noolab, glad it's being useful and I ll certainly have more videos (small episodes likes this and big tutorials) on the way.

    • @9000halNASA
      @9000halNASA 6 лет назад

      i cant find your comment, can you pls explain again?

  • @yislam1
    @yislam1 7 лет назад +1

    A solid explanation. Clears up a lot of confusion.

    • @ChamferZone
      @ChamferZone  7 лет назад

      Thank you Yusuf! Glad its being useful.

  • @Noob12369
    @Noob12369 7 лет назад +41

    very educational thank you

    • @ChamferZone
      @ChamferZone  7 лет назад +4

      Thanks Infamous, happy to read it :- )

  • @armandobrown3170
    @armandobrown3170 7 лет назад

    Thank you so much for this video, I usually work strictly in quads and tris but I didn't know that one could get away with N-gons in game engines, that can really help my approach now. Keep up the good work I love all of your tutorials!

    • @ChamferZone
      @ChamferZone  6 лет назад +1

      Hi Armando , thanks for your feedback. Glad its being useful!

    • @janorszulik6429
      @janorszulik6429 4 года назад +1

      you can't, they will get auto separated into facets.

  • @0sac
    @0sac 3 года назад

    Thanks, good to have a fully-explained definitive answer finally.

  • @schololo-blog8762
    @schololo-blog8762 7 лет назад +1

    thank you, you tell us very usefull information. I'm not native english speaker, but your language is so clear, and i can understand everything

    • @ChamferZone
      @ChamferZone  7 лет назад

      Hi Schololo, thanks for your feedback. I am also not a native english speaker so that is certainly good to hear!

  • @jahandarwerewolf8480
    @jahandarwerewolf8480 Год назад

    This is brilliant amazing very freaking useful tutorial!! I found explanations and answers for my big questions finally! Thank you very much for this amazing tutorial! You are the great man!!

  • @ScatterlingsOfAfrica
    @ScatterlingsOfAfrica 7 лет назад +1

    This is definitly the explanation i needed. I am a hobbyist blender user, currently training with the "Hard Ops" add on, specifically designed to do hard surface modelling. The use of booleans operations are indeed generating a lot of Ngons, and it was hard for me to obtain an all-quads geometry. I am quite "relieved" to see that we can use ngons.
    Thank you for the tutorial man :)

    • @ChamferZone
      @ChamferZone  7 лет назад +1

      Hello Sir, glad it helps and appreciate your feedback on it! :)

  • @IHV06
    @IHV06 6 лет назад +1

    Finally!!!!! Now I can stay in peace while modeling if I get N-Gons. I always till now kept connecting vertices when I get n-gons & sometimes use to get weird shading prob. Now you've cleared my thinking master! THANK YOU for this tutorial :)

    • @ChamferZone
      @ChamferZone  6 лет назад +1

      Thanks for watching Vain! I also wrote an article about it here if you want to find out more forum.chamferzone.com/viewtopic.php?f=3&t=9

    • @IHV06
      @IHV06 6 лет назад

      Thank you for this article too. I understood the use of n-gon!

  • @harrysanders818
    @harrysanders818 4 года назад +4

    We need more Videos like this, debunking the agressive Topology Myths that harm so many people in th field. Jus to add: Characters can also potentially have tris to support the silhouette, if the underlying edge flow is quad based and thought out well in deforming areas. Modeling a character always purely and stubbornly out of quads can be as harmful as modeling hard surface without n-gons.

  • @WarrenMarshallBiz
    @WarrenMarshallBiz 7 лет назад +42

    Nice one, Tim, thanks! Gotta fight that good fight. :)

    • @ChamferZone
      @ChamferZone  7 лет назад +6

      Thanks Warren! Appreciate hearing that from another industry pro! Yeah I figured that topic is a hot nest but it just gotta be said ;-)

    • @AlexTsekot
      @AlexTsekot 7 лет назад +2

      Thank you guys, Its about time the people at the forefront of the industry started to talk about how useful n-gons are. It grinds my gears when I hear people say 'You have n-gons, thats going to cause problems" Thanks guy, but I think not. As long as the mesh doesn't deform go ahead and use as many as you need to!

    • @oral_question
      @oral_question 6 лет назад

      Story

  • @sachink99
    @sachink99 6 лет назад

    Thank You Sir for Giving us important Knowlege, tips , tricks. Thank you

  • @TheExcelsis
    @TheExcelsis 7 лет назад

    Really informative videos, thanks for taking the time putting them all together. Look forward to future updates possibly on hard surface on sci-fi game assets such as the ones in Alien Isolation just as an example.

    • @ChamferZone
      @ChamferZone  7 лет назад

      Hi Lee, thank you very much and I am happy to say that my battle mech tutorial will fit right in that genre. I am currently finishing that one.

  • @khdvid801
    @khdvid801 6 лет назад +2

    Sir, your every single words are true

  • @chexmix0101
    @chexmix0101 7 лет назад +2

    Hey man just want to say your vids are awesome!

    • @ChamferZone
      @ChamferZone  7 лет назад

      Thank you good Sir, appreciate it!

  • @velequest
    @velequest 6 лет назад

    Exactly what I was looking for. Thanks.

  • @Zennoi1
    @Zennoi1 7 лет назад +1

    Thank you tim i love your videos you speak the truth haha seriously love it man i recently bought the akm tutorial i love it best Christmas gift ever :D

    • @ChamferZone
      @ChamferZone  7 лет назад +1

      Hello Wafflekillr, that is very encouraging for me to read! Glad you dig the tutorials, I'll certainly create more ! Cheers, Tim : )

  • @Vasopressor_
    @Vasopressor_ 3 года назад +2

    I just learned something new and important thank you

  • @TinyMaths
    @TinyMaths 4 года назад

    Thank you for this. I've only just started in the last month (after an initial 5 month try at modeling using blender, and during which, I produced many a wreckage, and trying again after a 6 month break) to model in a way that something 'satisfying' comes out of my efforts, but N-Gons were causing me a bit of concern because it seems to be 'law' almost in some people's opinions. The 'issue' I had when hard-modeling a camera is exactly the same as the one at the 6:42 mark of your video; and I was beating myself up about those triangles. Was killing my brains about how I could solve it; but I'm not even attempting to make models for games, just for my own fun hobby; so this is reassuring.

  • @idontknow8898
    @idontknow8898 4 года назад +6

    If you ever wanted to make a tutorial series that goes through the creation of this gun, I wouldn't be opposed! 😂

  • @chrisbryant2283
    @chrisbryant2283 7 лет назад +1

    WOW! How can you be so good? How can someone be this good at 3D modelling! Man I wish I had your mad skills

    • @ChamferZone
      @ChamferZone  7 лет назад

      aww thanks man. Well I am fortunate enough to make this as a living the past 10 years almost :) Would be sad if I hadn't picked up a few skills along the way. All it takes is practice and learning..For example I finally decided to learn zbrush where I always lacked at because all I ever do is hardsurface in Max. Now I have a whole new world to discover myself. Good thing its fun though!

  • @toxicsludge77
    @toxicsludge77 7 лет назад

    Bloody good vid mate! I'm struggling to bring my modelling to the next level but your videos make it a little easier :)

    • @ChamferZone
      @ChamferZone  7 лет назад +1

      Thank you Sir! I am happy to hear it! :)

  • @Theicemonkeyjr
    @Theicemonkeyjr 7 лет назад +1

    Brilliant video, im especially looking forward to more baking tips, that always seems to be an issues in hard surface for me.

    • @ChamferZone
      @ChamferZone  7 лет назад

      Thanks Kyle! Yes I am already preparing the scene for that. Think I found a good object for it (small flip iron sight) :-) I plan on having it done soon.

  • @eplays9419
    @eplays9419 7 лет назад +10

    Keep them coming! (Below 1k club)

    • @ChamferZone
      @ChamferZone  7 лет назад +5

      Thanks for your support, will certainly keep it coming!

  • @iHomeLeha
    @iHomeLeha 7 лет назад

    yeah. was asking myself same question during watching your grenade tutorial. thanks for explaining!

    • @ChamferZone
      @ChamferZone  7 лет назад

      Glad it helps clearing it up Ihome!

  • @sirkingsalot
    @sirkingsalot 7 лет назад +1

    so hard to find up to date tips and tricks that are at the level of industry standards. Love the work, i still need to get the knife tuts for substance. that engraving one makes me melt. :)

    • @ChamferZone
      @ChamferZone  7 лет назад

      Thanks man, I appreciate it very much! :-)

  • @isabel5066
    @isabel5066 Год назад +1

    this was so helpful for me to wathc.. and cleared alot of confusion i had about topology..
    Im a student in a school.. and when they tell us to avoid n-gons at all cost "its bad and evil ! >:)" i get so confused about it, when i see other modellers have ngons in their work...
    But not confused anymore !

  • @ezdahmad
    @ezdahmad 7 лет назад +1

    such an honest, passion and a professional man! Brilliant Video.
    You should definitely be way much more popular on youtube.
    I am not an expert, but I think if you could have some photoshop involvement videos. you would grab a bigger audience.

    • @ChamferZone
      @ChamferZone  7 лет назад +1

      Hello Moe, thank you very much! Appreciate that and yes I am also looking for ways to grow the channel, sadly I can not release too many videos on a weekly basis because I spend most of the free time working on the full paid tutorials. It all comes down to how much time I have. Adding Photoshop might be a cool thing to do but I want to keep it game dev related and I don't make much use of Photoshop anymore unless its for some post edits after I rendered : ) Either way, feedback noted and appreciated. I will think of more content that can be interesting to a broader audience without compromising form the core idea of making game dev videos. Thanks, Tim !

    • @ezdahmad
      @ezdahmad 7 лет назад

      couldn't agree more :) wish you all the best

  • @ZonkedSardar
    @ZonkedSardar 5 лет назад

    Thank you for making this video

  • @myxsys
    @myxsys 6 лет назад +2

    Just made my life so much easier! Getting rid of n-gons in hard-surface models is a nightmare. Glad that I can leave them be

    • @ChamferZone
      @ChamferZone  6 лет назад +1

      Glad to hear it Michael! I also wrote up some text about that topic because it keeps reappearing all the time forum.chamferzone.com/viewtopic.php?f=2&t=9 ;)

    • @myxsys
      @myxsys 6 лет назад

      Thanks Tim for the link :)

  • @SunnyApples
    @SunnyApples 6 лет назад

    Hey Tim, a suggestion for one of these special episodes. *Keyboard shortcuts,* important ones and how you set up your shortcuts.
    In this video, you look to be using shortcuts that I personally don't know about.

  • @rachkaification
    @rachkaification 4 года назад +1

    This guy explains 3d shit so well it's sickening. Thank you very much!

  • @artinstroukeprod
    @artinstroukeprod 6 лет назад

    Good point of view! Every day when I model I think about this question: only triangles and quad or maybe not. And my habit always win - I cut all N-gons)) However in my mind stays a doubt... And now I see reasonable point of view)! Turbosquid with their Checkmate certification made me a perfectionist robot modeler. But you right! For hard surface modeling it is so extra..

  • @shortuts
    @shortuts 5 лет назад +18

    6:12 Quads make a difference for subdiv. Pay attention to the distorted hand grip mesh. That's the result of turbosmooth on top of non-quad geometry: long triangles.

    • @wilcals5294
      @wilcals5294 5 лет назад +10

      Dude, you are talking to a triple AAA level senior game artist. He knows his stuff. You saw a distorted spot (which is a quick fix) but the rest of the model looked good without the quads. In games, we only use these subdivided models for the texture map information so no need to spend a lot of time making the wireframes look good lol. It's all about efficiency nowadays.

    • @SteelBlueVision
      @SteelBlueVision 4 года назад +8

      @@wilcals5294 That may be true, but his point is no less valid! An artist's qualifications do not counteract bad advice - to use NGONs for modeling...

    • @wilcals5294
      @wilcals5294 4 года назад +5

      @@SteelBlueVision dude i didn't say his point ain't valid. I'm just trying to remind him who is he talking to and what this video is all about- efficiency and practicality. Chamferzone clearly explained why it's alright to have ngons, but this guy didn't get the point and starts saying things about quads which WE already know about. Chamferzone has proven himself to be good at what he does and he is sharing his techniques then out of nowhere..this guy..sigh..

    • @wilcals5294
      @wilcals5294 4 года назад +2

      @@SteelBlueVision and it looks like you didn't get the point of the video as well. He didn't advice anyone to use Ngons, he is just saying it's alright to have them and he explained why. Sigh..

    • @pirotess2
      @pirotess2 4 года назад +3

      @@wilcals5294 shortuts is talking about bad shading on the grip which may cause by turbosmooth on the long triangles of hi-res model and bake into game-res model, a.k.a the information of hi-res is not good at that spot. He not talking other things like N-gon, but you jump in and bragging a lot of thing. And if you work for a AAA game clients, they will care those bad shadings a lot, especial the handle will be close to the the player's view. Don't think it is just a small bad shading spot (one of important spot of a fps game's gun) is ok if the rest look good.
      Game-res model need decent time to has good wireframe to baked normal map with hi-re model, if not the normal map will has a lot of error. The efficiency is about the technique to make good hi-res, game-res models look good in small time, not making so-so models for the name of "efficiency", especial if you work in AAA games.

  • @lamella64
    @lamella64 7 лет назад +7

    another thing to add is that some engines triangulate differently and will screw with tangent space normal maps as we could see at 2:10 when you disrupted max's own triangulation. this works well in a syncronised workflow (or whatever it's called xD) like when you used max's internal renderer to bake this normal map. but i use blender and xnormal and they dont mesh well :D
    converting to object space normals eliminates this problem, meaning that you can then use the object space normal map baked for the triangulated model on your quad low poly (if they still share the same uv space which is guaranteed if you UV map before triangulating) and carry on between engines as you please
    Personally i like to UV map the low poly, then triangulate it before baking and only keep a non-triangulated version for later if modification is needed.
    I heared that object space normal maps are less demanding on the system aswell but i dont quite understand how it works yet so dont quote me on that. math does me in xD
    love your videos, keep 'em coming! :D

    • @jokesterthemighty227
      @jokesterthemighty227 7 лет назад +4

      On a finished model that you're going to use in a game engine, you should always be fixing this, doesn't matter what he says. A programmer tasked to optimize a game will frown upon something like this because you never know how the solver is going to triangulate it, especially when its going to have a ngon with 15 vertexes. Optimization is a team effort in this. It's not just showing a model representation, it's always making it interacting with the light engine and making sure it works with your project and not against it. It's kinda of a lazy excuse he does it this way, I was thinking of picking up the package but now I fear it might be full of ngons and there's no knowing how many faces those are going to be inside the game engine. Again, ngons as you still work on the model are fine, for the final version to be used in a game engine, not

    • @joos3D
      @joos3D 7 лет назад +3

      Ngons will always become the same number of triangles, no matter how you triangulate them. That's why you always count polys as triangles. For game engines the amount of vertices is more important than the amount of triangles. As long as things look correct in the game engine it doesn't matter if you triangulate before exporting. Do whatever works best for your project & workflow.

    • @ChamferZone
      @ChamferZone  7 лет назад +12

      Hello Jokester, well you don't have to agree with me but I can guarantee you that this approach is being used in all the games I shipped in the last 10 years and also encouraged by technical artists. Believe me if there was ever a problem with it in the past they would have come knocking :) Not sure what makes you think I work against the principles of optimization. In the contrary, it allows me to spend my polies wisely instead of creating a lot of "clutter"
      I pointed it out in the video that this is not supposed to be an encouragement to use n-gons instead of quads but that there are situations where there's just no sense in connecting all the verts just for the sake of having it all connected on your lowpoly. If your lowpoly + normal map looks good in Max, Substance Painter and Marmoset (the triple combo I always use before I check anything to a game) then it also looks good in the game engine, it's as simple as that. Since you mentioned the gun pack, it's made for Unity, UE4 and CryEngine. There are already quite a lot of indie studios working with them and they translate 1:1 as seen here in the 3DS Max viewport. You can test it with the free AK if you have doubts about it.

    • @TheEclipse1989
      @TheEclipse1989 5 лет назад

      You can select nGons and use Pro-optimize modifier to triangulate for you.just leave setting at 100%
      This will give you a accurate feedback on triangles and vertexcount. It will be your final endresult

  • @icarustanovic3097
    @icarustanovic3097 5 лет назад

    Big thanks!

  • @supernut9648
    @supernut9648 6 лет назад

    GJ old friend! I hate my teacher that always want us to waste our time on connecting those crap! I'm also trying to learn reducing my models' faces

  • @JayTraversJT
    @JayTraversJT 4 года назад +1

    I knew i was right, literally got into a full blown argument with my lecturer over this back when i was in college.

  • @KvancKeles
    @KvancKeles 5 лет назад +1

    You're sick... realy... its perfect %100 amazing.

  • @aleksandrvarshavin5635
    @aleksandrvarshavin5635 5 лет назад

    Посетил chamferzone Хороший форум . Очень понравилась анимация сетки и взаимодействие её с стрелкой курсора мыши. Ваша девушка молодец ).

  • @cgtoday3337
    @cgtoday3337 3 года назад

    Best video!

  • @xnickjonsson
    @xnickjonsson 7 лет назад

    Love your tutorials! Ive been rewatching the grenade one i think for the 8th time now. Still having a few issues when UVW unwrapping though. +subbed =]

    • @ChamferZone
      @ChamferZone  7 лет назад +1

      Hi Jonsson, thank you good Sir! That's really encouraging for me to read and yes unwrapping is not the easiest task out there. In my next special episode I ll try to make a good overview for it. :)

  • @ChuckWilsonWilsonsStudio
    @ChuckWilsonWilsonsStudio 7 лет назад +1

    Love ya Tim you are the bee's knees

    • @ChamferZone
      @ChamferZone  7 лет назад +2

      Thanks Chuck! :-) Gotta google that saying now haha

  • @hippiebrother3
    @hippiebrother3 7 лет назад +1

    I had been using tris and quads in my low poly, but this makes me rethink some of my past work, very great video as always!

    • @ChamferZone
      @ChamferZone  7 лет назад

      Thank you! Glad its being useful : )

  • @aiizawa2655
    @aiizawa2655 Год назад

    you took a huge relieve out fo my back cause im specialized in making Hard Surfaces... and i was always worried about making everything quads... cause on every website that sell 3d assets... they mostly all perfectly quaded... so im worried my model wont sell if some people are picky about quads...

  • @derneuro9355
    @derneuro9355 2 года назад

    Thank you for this tutorial,We would like to see modelling tutorial of modelling gun such as this with a lot of details and sci-fi design.

  • @vetor1982
    @vetor1982 4 года назад

    awesome thank you!

  • @chaz4076
    @chaz4076 5 лет назад

    neeed mooooore vids from chamferzone

  • @naratibnotreally514
    @naratibnotreally514 7 лет назад

    Excellent. A tutorial on modeling this particular weapon would be aweome.

    • @ChamferZone
      @ChamferZone  7 лет назад

      Hi Naratib, thank you. I don't have plans for this particular weapon because I already build it but there'll definitely be another weapon tutorial soon enough! :) Latest news on that on facebook.com/chamferzone

    • @naratibnotreally514
      @naratibnotreally514 7 лет назад +1

      thanks!

  • @idontknow8898
    @idontknow8898 4 года назад

    Hi Tim, I'm wondering if you think you might do a couple of tutorials on a hand gun and an Assault rifle. I'm currently working on an M4A1 similar to the weapon in this video and I'm actually struggling a lot with the geo! Your tutorials are really intuitive and I definitely think these would sell!

  • @hifi2361
    @hifi2361 6 лет назад

    Brother i have a small question .. if you apply turbosmooth to this gun what will happen or will it work fine on every angle of this weapon that had Ngons ? Thank u so much.

  • @Magnum0peth
    @Magnum0peth 6 лет назад

    I'm a beginner getting my feet wet in Blender and topology is one of the things that I'm trying to get right. All the tutorials I've done so far have the approach to 'no tris or ngons' so this video almost feels kind of.. liberating. I don't intend to animate nothing for the moment, but will this 'n-gons are friendly' approach pose any problems when uv-unwrapping? Sorry if the question is too basic or stupid, just trying to take in the best approach. Thx

  • @DonEsteban3D
    @DonEsteban3D 7 лет назад

    but, as far as i know ngons may produce errors (wholes etc) in obj file (maybe fbx too) i had that kind problems so now i allways triangulate my LP mesh before export. Am i missing something?

    • @ChamferZone
      @ChamferZone  7 лет назад

      Hi jogo, I always export my lowpoly as FBX and the highpoly as obj. The highpoly is always quadified! So there are certainly never any issues. I also never throughout my career encountered anything being off from what I see in 3DsMax.

    • @DonEsteban3D
      @DonEsteban3D 7 лет назад

      thx for reply, maybe it's because i use blender. I'll test it out.
      btw you are great modeler i love how your meshes are so clean and well planed.

    • @ChamferZone
      @ChamferZone  7 лет назад

      Thank you jo gogo! Yes all a matter of keeping the meshes and unwrapping clean and adding wear and tear not globally all over the place but precise and focused :)

  • @Moctop
    @Moctop 7 лет назад

    The triangulation affects the baking so you should triangulate before baking and take care of the super long/thin edges.
    Ngons are generally fine though.
    For highpoly, quads are more predictable, but ngons can be very useful if you know how to use them to your advantage in making good topology.

  • @aharmlesspie
    @aharmlesspie 7 лет назад +5

    I noticed you only had ngons on flat surfaces in your low poly. That's fine, and if it works, great, but you should mention it. Also, do you never need to edit triangulation on any of your models? The way a non-planar quad/ngon triangulates automatically is often unpredictable. I find that it's a good idea to go over curved surfaces to check that triangulation is happening the way I intend it to.

    • @ChamferZone
      @ChamferZone  7 лет назад +2

      Hello, thanks for the feedback. I did mentioned it later in the tutorial that it's best to do it on flat surfaces, the cases where I demonstrate it on the gun are also all flat but you are right, after releasing a video there are always little things that I wish I could still change but once it's uploaded that doesn't work. Also yes It's one of the most important parts for creating the model that there are no issues with the triangulation. The most important thing is to avoid having any overlapping going on. Therefor it's important to connect vertexes in a way that this doesn't occur.

  • @jonathanxdoe
    @jonathanxdoe 7 лет назад +2

    Can you please share your opinion on mid-poly modeling (star citizen, alien isolation)? I know that you are a "bake them all" guy but I'm interested in your point of view regarding hard surface assets. Thanks.

    • @ChamferZone
      @ChamferZone  7 лет назад

      Hi John! I was thinking to talk about exactly that in one of the next episodes of short videos, in that case baking stuff in Substance Painter. There are certainly situations where it makes sense to use some sort of a mid poly, mostly to avoid distortion if you'd bake with average normals on. Going to be another interesting topic I think :)

    • @jonathanxdoe
      @jonathanxdoe 7 лет назад

      ChamferZone Thank you very much for considering it!

  • @charles-antoinebreton1505
    @charles-antoinebreton1505 7 лет назад

    Nice Vid! I have a question about something you did at 3:30. Did you align the pivot between the 2 selected faces ? If so how did you do that ?
    Thanks!

    • @ChamferZone
      @ChamferZone  7 лет назад

      Hey Charles ! Thank you, yes.. this is one of the best scripts out there. Done by one of my buddies. Couldn't live without it. www.scriptspot.com/3ds-max/scripts/universal-pivot-to-selection-script Just assign it to a shortcut and you are ready to go.

    • @charles-antoinebreton1505
      @charles-antoinebreton1505 7 лет назад

      Thanks alot!

  • @thefridge9278
    @thefridge9278 7 лет назад +1

    Thank you for your advice! Never thought about using ngons on a model :O
    What's the polycount of the weapon?

    • @ChamferZone
      @ChamferZone  7 лет назад

      Hi Fridge, glad it helped! So the polycount on this together with the scope is 17136 K. Also consider that this is a First person gun so very close to the players camera all the time. Needs to have plenty of details and of course a higher polycount then lets say if you would use it for a third person game.

    • @thefridge9278
      @thefridge9278 7 лет назад

      Oooh, I see! So other players would see my character with a gun that has even less polys, am i right? So i would actually need to have 3 versions of the gun: highpoly (for normal maps), "mid"-poly(for 1st person) & lowpoly (for 3rd person / guns on other NPCs or Players)?

    • @botbeamer
      @botbeamer 7 лет назад

      yeah you would for LOD or you could just generate them automatically I think

  • @user-ce9jn8dp9x
    @user-ce9jn8dp9x 7 лет назад

    Awesome man. Thank you so much.
    I have some question about Quad chamfer. Is it have in 3Dsmax2017 right?

    • @ChamferZone
      @ChamferZone  7 лет назад +1

      Hi mate, thanks for asking. So... that might be a bit confusing but the chamfer modifier in 3Ds Max is not the same as the Quad chamfer modifier form Marius Silaghi. Later one is much better in any regards. You can use both but if you watch my highpoly special episode you will see the difference.

    • @user-ce9jn8dp9x
      @user-ce9jn8dp9x 7 лет назад

      Yes it difference. That is plugin from Marius Silaghi right? So thank you so much.

  • @Fanta_Santa
    @Fanta_Santa 7 лет назад

    This is exactly what I needed! I'm modeling a howitzer for a game and was iffy about the geometry in a couple of places. Like at 6:45, I've seen that in other peoples models and thought if something like that would be acceptable for a game. Thanks a lot for these videos, they help a lot!
    Just a quick question, is there anything I should avoid when modeling an object for a game, I know to keep the poly count down but would anything like too dense of a mesh cause some problems which lead to frame rate loss?

    • @ChamferZone
      @ChamferZone  7 лет назад +1

      Hey there sorry for the late reply. Glad its being useful the video. About your question.. it's kinda hard to answer really. I would say that it all comes down to using your best judgement on whatever you work on. If something looks strange or does some overlapping or pinching, especially on your lowpoly.. then this needs to be addressed. But in general when you work on something you get to see that right away. Something I see some people that are new to it doing sometimes is to not consider size and proportion. For example if you have a small screw wheel then they give it 24 sides and the scope that would be right infront of the camera, they give the same amount of edges. This is a case where the small element could have lesser edges, vs. whatever is close to the camerea where you wanna make sure its really nice and round. For example for a scope I would go up to 48 edges maybe even higher then that. So basically always think of what will be the most visible for the player if its a first person gun you work on.

    • @Fanta_Santa
      @Fanta_Santa 7 лет назад

      Ah, I understand, thanks again.

  • @jonathandevach2226
    @jonathandevach2226 7 лет назад +1

    Finally :)

  • @wilcals5294
    @wilcals5294 7 лет назад

    do you have something about what parts and when it's time to leave things no normal maps? i asked cause im seeing screws that are modeled and some are normal mapped.

    • @ChamferZone
      @ChamferZone  7 лет назад +1

      Hi Wil, that is a good question. Usually it depends on the size of the screw and how deep it would be on the actual model. If it pretty much only covers the surface then its best to put it in the normal map. In some case I put these screws in as model if its very close to where the camera would be (first person view). The bigger the screw and the closer to the camera it is, the more likely I model it out.

  • @Strelokos666
    @Strelokos666 3 года назад

    So, basically anything that isn't organic or a character prepared for animation can go along with n-gons? And even a weird combos involving all the quad, tris, n-gons at the same time?

  • @jixal
    @jixal 4 года назад

    The only thing I'd add to that, is sometimes the ngons can get triangulated in a weird way, which causes artifacts. (Mostly when long triangles are created across a non-planar surface). Something to watch out for! Sometimes a couple of edges need to be manually directed to force the auto-triangulation to do a better job. =).

  • @NiteshKumar-qf2nt
    @NiteshKumar-qf2nt 7 лет назад

    cool staff :)

  • @thematrix594
    @thematrix594 6 лет назад

    Dear Tim i see in your artstation portfolio like you use different values of cylindric edjes, may y said about count edjes on cylindrical parts and how bake this properly

  • @manna6912
    @manna6912 4 года назад

    what u did with the grip..?? did u applied bump to the polys or u sculpted them..??

  • @AlexJEJ113
    @AlexJEJ113 7 лет назад

    How did you change the color of the icons in the side bar on the right and generally how did you change it?

    • @ChamferZone
      @ChamferZone  7 лет назад

      Hello Alex, that is 3DsMax 2017 that changed the whole UI to that look. Personally I am still not used to it .. but it's alright. Everything is in the same position as before.

  • @nathanwaldenscherryjr.2969
    @nathanwaldenscherryjr.2969 7 лет назад

    Hello. I think your videos are awesome and I learn a lot from them. Thanks, you should do speed models and textures. That would be really nice

    • @ChamferZone
      @ChamferZone  7 лет назад

      Hello Nathan! Thank you I am glad they help. I am not a big fan of the timelapse videos because if I already go through creating a model I also want to explain properly what I am doing. You can certainly expect more tutorials to come and of course you can always watch them on 4 times the speed haha :-)

    • @nathanwaldenscherryjr.2969
      @nathanwaldenscherryjr.2969 7 лет назад

      ChamferZone Hello again, thanks for replying so soon. I can see why you aren't a big fan of timelalpes. I have just a couple of questions. Do you think upgrading from blender to 3ds max is really necessary? Also, what is your opinion on max number of polygons for a gun or any object that will be in a game?

    • @ChamferZone
      @ChamferZone  7 лет назад

      No problem Nathan. To answer your questions.. both can't be answered clearly. First) I never worked with Blender so I don't know how much potential is in there. All I can say is that in every company I worked for so far we've been using Max. Max has been around since ages now and there is a ton of documentation and plugins for it out there. It's like an old horse, it may not be the best looking and fastest but it gets the job done very reliably if you know what I mean :) About polycount: totally depends on what you are working on. A pistol will have less then a big Assault rifle usually and so on. Also attachments add to the polycount. In general try to keep things in a 10-15K range but it can also be more if it has a lot of stuff to it.

    • @nathanwaldenscherryjr.2969
      @nathanwaldenscherryjr.2969 7 лет назад +1

      ChamferZone Thank you so much, and I can't wait to see more of your videos :)

  • @stevehuynh6681
    @stevehuynh6681 6 лет назад

    Hello. Im making a gun for my friend fps game. How many tris should i make for guns?.
    Around 10k - 20k should be enough ? Or more or less ?
    Sorry for my bad english

  • @ronas1996
    @ronas1996 6 лет назад

    But wont N-gons mess up with all the rendering stuff?? It always happens that it makes it so there are black spots on the renders sometimes, Any idea why?

  • @WolverineMKD
    @WolverineMKD 4 года назад

    I got to ask what the Acock object is in your outliner xD

  • @drvic5498
    @drvic5498 5 лет назад

    Does You Will do more real weapon model for sale or tutorial mordern weapon with attachement?

  • @adygombos4469
    @adygombos4469 5 лет назад

    But if it gets triangulated anyway, wouldn't it be better to transform ngons in triangles (at least) by yourself and have consistent results?

  • @CinematicGames94
    @CinematicGames94 5 лет назад

    Nice I run into lots of that N-gon problem too a lot like super lot freaking Booleans lol

  • @patriotaRBC
    @patriotaRBC 5 лет назад

    Would you provide the reference images for that model ? I'd like to model it myself.

  • @raideng.5054
    @raideng.5054 5 лет назад

    whether the ngon model with UV can be used in game engine?

  • @gogglesXL
    @gogglesXL 7 лет назад +1

    im constantly getting stretching in my normal maps in correlation with my low polys topology when i bake.
    do you know how i can remedy this?

    • @ChamferZone
      @ChamferZone  7 лет назад +1

      Hello Seen, I know it might be a bit of a silly answer but you could try following some of my tutorials such as the grenade one. Things might become more clear then how I approach it. Make sure to also watch my unwrapping and highpoly special episode here.

    • @gogglesXL
      @gogglesXL 7 лет назад

      ChamferZone i fixed it, i always set my model to 1 smoothing group not knowing another way to get smooth edges but than i did some tests with uv split smoothing and it works like a charm.

    • @ChamferZone
      @ChamferZone  7 лет назад

      Glad to hear it! Yes you gotta have one smoothing group per UV island and things will bake as intended.

  • @mickflury
    @mickflury 2 года назад

    how do I better deal with faces with odd sides and large engons? should I avoid dealing with something with 20 sides on one and 1 side on the other?

    • @mickflury
      @mickflury 2 года назад

      Also, by static do you mean a totally different set of geometry not connected to the base model?

  • @MrZRager
    @MrZRager 5 лет назад +1

    2:09 what's the shortcut key to connect those nodes?

    • @connoralexander4746
      @connoralexander4746 5 лет назад +1

      Hi there, you need to set the shortcut yourself, the way to do this is through: customize - customize user interface - category dropdown - editable poly object - connect vertex. and set it to whatever key you want. Hope this helps :)

  • @thugartist9268
    @thugartist9268 7 лет назад

    great tutorial:) when you will be creating a tutorial about modelling this weapon? it will be so much appreciated..

    • @ChamferZone
      @ChamferZone  7 лет назад +1

      Hi Paul, thank you. I don't have plans for this particular weapon because I already build it but there'll definitely be another weapon tutorial soon enough :) Latest news on that on facebook.com/chamferzone

    • @thugartist9268
      @thugartist9268 7 лет назад

      ChamferZone super cool, can't hardly wait for it!!

  • @GodlyTricks
    @GodlyTricks 6 лет назад +1

    You've earn't a subscription from me :D, keep up the great informative videos!

    • @ChamferZone
      @ChamferZone  6 лет назад +1

      Happy to hear it GodlyTricks! :) I will keep it up, I haven't uploaded anything new in a while but keeping pretty busy with the actual job at work. Will get back to something here soon!

  • @billalmetidji6012
    @billalmetidji6012 7 лет назад

    Hi I want to learn 3D but I have no experience what so ever, I'v found your vids by chance and they seem pretty helplful, but what do you suggest for a begginer to model. (sorry for the english I'm not a native speaker)

    • @lamella64
      @lamella64 7 лет назад +1

      if you dont know what to begin with, try to model every single thing on your desk including the desk itsself. if you get the hang of it, do something more complicated. i wouldnt try characters or cars the first time around, and i think blockyer objects are usually easyer to model. have fun :D

    • @billalmetidji6012
      @billalmetidji6012 7 лет назад +1

      ok I'll try what you told me, thnx for the reply.

    • @ChamferZone
      @ChamferZone  7 лет назад +1

      Hi Billal, out of my own tutorials I think that the grenade tutorial is very beginner friendly. Did you try following it yet? I got a lot of people that told me they were fresh starters but got a lot out of it.

    • @billalmetidji6012
      @billalmetidji6012 7 лет назад +1

      not yet but I will surely try, sorry I took to long to reply and thanks for anwsering my question.

    • @ChamferZone
      @ChamferZone  7 лет назад

      No problem, I am also usually a bit late with the reply due to getting a lot of messages. Have a great start in the new year!

  • @solinvictus2052
    @solinvictus2052 7 лет назад

    @chamferzone can you explain in a tutorial how you dit the object detail on some of the parts weapons like pistol grip an the but

    • @ChamferZone
      @ChamferZone  7 лет назад

      Hi Djensky, I do cover that in the AK tutorial (the paid one) but usually things like that can be quickly done by using some procedural textures in Substance Painter. The same way I approached it in the free grenade texturing part where I show how to make that bumpy steel look on the body of the grenade. You can achieve any effect with those.

    • @solinvictus2052
      @solinvictus2052 7 лет назад +1

      thanks i wasnt that far in the tutorial thanks