Great explanation! For VFX it's always a question "what is the object used for", though. In my experience, most VFX companies will insist on quads just to be on the safe side of things. If the object is used far away from the camera and won't be bent or destroyed, then the less polygons the better for rendering time and that's a question of planning shots. Just make sure to talk to the supervisor, he/she should know.
they ALL expect clean quad topology. In fact any production house will want to see your wireframe, polygon count etc. Concept artwork is great and his work is outstanding but at the end of the day your employer will want all quads for whatever they ASSIGN you to make. Sure you can create still images that look good even with booleans but not a single production house will ask for that from a modeler. Personal work is one thing, professional work is entirely different. A potential employer will want to reuse that model for anything and everything in the future. Notice how there are no Blender tutorials on car modeling here? How about modeling a quadded Ferrari, which would be a real world example....
@@criticalwokeracisttheory4645 That's what I meant. Ask the VFX supervisor, that's the only person who decides whether they need all quads and the only person who can override the all quads requirement.
Took me a while to word this properly, but I've tried my best. Love your tutorials mate especially for concept design work, and games as Unreal busts out tris. And thanks for posting the subd vids. How do I roll with this? I did the university ok I was there for 1 month before I realised I was better than the teachers. They were wasting my time because I already had it under my belt, (the knowledge) and they were teaching at that time utter garbage, but i believed that you needed that piece of paper to get in an fx house, bullshit, and I assume came to realise that and walked out plus I couldn't drink in class and I wasn't avid drinker back then. So I read through manuals and watched video after video but each video that I watched I created my own work whilst following whoever's tutorial I was watching. That is a phase that everyone gets stuck in they watch so many videos and don't do any work. Thinking that's how they're going to learn and not doing things off of their own back... Lazy. In the context of 3D modeling for film and high-end visual effects, the preference for quad topology over ngons is grounded in several key advantages that quads bring to the table, especially for assets that require high-quality animation and rendering. Deformation Quality: Quad-based models offer superior deformation characteristics, which is crucial for animating characters and creatures. Quads allow for smoother and more predictable bending of surfaces, essential for achieving realistic movement of skin, muscles, and clothing. This predictability is vital in a production environment where the believability of characters can make or break a scene. Subdivision Surfaces: The use of subdivision surfaces is a standard practice in the industry to achieve smooth and detailed models from relatively low-polygon meshes. Quads subdivide evenly and predictably, ensuring that the surface detail increases without introducing artifacts or irregularities, which is often a challenge with ngons. UV Mapping and Texturing: Quads provide a more straightforward and efficient approach to UV mapping and texturing, critical for adding detailed and realistic textures to models. They unfold more predictably into 2D space, allowing for easier texture painting and fewer issues with texture stretching or distortion. Compatibility and Workflow Efficiency: Quad meshes are more compatible across different 3D software packages and tools. This compatibility is essential in a collaborative and multi-tool workflow typical in film production. Quads ensure that models can be easily transferred, edited, and animated across various platforms without the need for time-consuming topology corrections. While it's acknowledged that 'ngons' may be used in non-deforming parts of a model or in objects that are not central to close-up shots, the overall efficiency, predictability, and quality offered by quad topology make it the preferred choice for film assets. This preference is not just a matter of tradition but a practical consideration for meeting the high standards of animation and visual effects in the film industry. Soon I believe this is all about to change as you are putting it with the Ng's.
That thumbnail, tho! I still can't believe how this myth is still being perpetuated by universities, even today. I had a teacher that would give me a 0 if I had ONE N-gon. 🤡
@@bardoyuncusuxd Oh stop trying to gatekeep. CAD/Blender has many niches and not all of us care about n-gons, it is the end result. If I listened to people like you I never would have started my own 3D models and terrain and working towards opening a business. "Can't do this, can't do that." Why not show some encouragement instead of being negative to random on a video?
Name one single production house that hires modelers that accepts anything except perfect or absolutely near perfect quad topology? Do modelers for ILM model what they want for stills only? NOPE. Modelers rarely if ever get to model what they want, they model what they are assigned to.
Took me a while to word this properly, but I've tried my best. Love your tutorials mate especially for concept design work. And thanks for posting the subd vids. In the context of 3D modeling for film and high-end visual effects, the preference for quad topology over ngons is grounded in several key advantages that quads bring to the table, especially for assets that require high-quality animation and rendering. Deformation Quality: Quad-based models offer superior deformation characteristics, which is crucial for animating characters and creatures. Quads allow for smoother and more predictable bending of surfaces, essential for achieving realistic movement of skin, muscles, and clothing. This predictability is vital in a production environment where the believability of characters can make or break a scene. Subdivision Surfaces: The use of subdivision surfaces is a standard practice in the industry to achieve smooth and detailed models from relatively low-polygon meshes. Quads subdivide evenly and predictably, ensuring that the surface detail increases without introducing artifacts or irregularities, which is often a challenge with ngons. UV Mapping and Texturing: Quads provide a more straightforward and efficient approach to UV mapping and texturing, critical for adding detailed and realistic textures to models. They unfold more predictably into 2D space, allowing for easier texture painting and fewer issues with texture stretching or distortion. Compatibility and Workflow Efficiency: Quad meshes are more compatible across different 3D software packages and tools. This compatibility is essential in a collaborative and multi-tool workflow typical in film production. Quads ensure that models can be easily transferred, edited, and animated across various platforms without the need for time-consuming topology corrections. While it's acknowledged that 'ngons' may be used in non-deforming parts of a model or in objects that are not central to close-up shots, the overall efficiency, predictability, and quality offered by quad topology make it the preferred choice for film assets. This preference is not just a matter of tradition but a practical consideration for meeting the high standards of animation and visual effects in the film industry. Soon I believe this is all about to change as you are putting it with the Ng's.
➤➤(FREE) Hard Surface Modeling For Beginners - www.blenderbros.com/jumpstart
The video came 2 min ago but the comment is 3 days old ? DARK MAGIC
@@kucklowmusic9184 It was probably uploaded 3 days ago but it was private
African black magic 🪄🪄✨
Great explanation! For VFX it's always a question "what is the object used for", though. In my experience, most VFX companies will insist on quads just to be on the safe side of things. If the object is used far away from the camera and won't be bent or destroyed, then the less polygons the better for rendering time and that's a question of planning shots. Just make sure to talk to the supervisor, he/she should know.
they ALL expect clean quad topology. In fact any production house will want to see your wireframe, polygon count etc. Concept artwork is great and his work is outstanding but at the end of the day your employer will want all quads for whatever they ASSIGN you to make. Sure you can create still images that look good even with booleans but not a single production house will ask for that from a modeler. Personal work is one thing, professional work is entirely different. A potential employer will want to reuse that model for anything and everything in the future. Notice how there are no Blender tutorials on car modeling here? How about modeling a quadded Ferrari, which would be a real world example....
@@criticalwokeracisttheory4645 That's what I meant. Ask the VFX supervisor, that's the only person who decides whether they need all quads and the only person who can override the all quads requirement.
Took me a while to word this properly, but I've tried my best. Love your tutorials mate especially for concept design work, and games as Unreal busts out tris. And thanks for posting the subd vids. How do I roll with this? I did the university ok I was there for 1 month before I realised I was better than the teachers. They were wasting my time because I already had it under my belt, (the knowledge) and they were teaching at that time utter garbage, but i believed that you needed that piece of paper to get in an fx house, bullshit, and I assume came to realise that and walked out plus I couldn't drink in class and I wasn't avid drinker back then. So I read through manuals and watched video after video but each video that I watched I created my own work whilst following whoever's tutorial I was watching. That is a phase that everyone gets stuck in they watch so many videos and don't do any work. Thinking that's how they're going to learn and not doing things off of their own back... Lazy.
In the context of 3D modeling for film and high-end visual effects, the preference for quad topology over ngons is grounded in several key advantages that quads bring to the table, especially for assets that require high-quality animation and rendering.
Deformation Quality: Quad-based models offer superior deformation characteristics, which is crucial for animating characters and creatures. Quads allow for smoother and more predictable bending of surfaces, essential for achieving realistic movement of skin, muscles, and clothing. This predictability is vital in a production environment where the believability of characters can make or break a scene.
Subdivision Surfaces: The use of subdivision surfaces is a standard practice in the industry to achieve smooth and detailed models from relatively low-polygon meshes. Quads subdivide evenly and predictably, ensuring that the surface detail increases without introducing artifacts or irregularities, which is often a challenge with ngons.
UV Mapping and Texturing: Quads provide a more straightforward and efficient approach to UV mapping and texturing, critical for adding detailed and realistic textures to models. They unfold more predictably into 2D space, allowing for easier texture painting and fewer issues with texture stretching or distortion.
Compatibility and Workflow Efficiency: Quad meshes are more compatible across different 3D software packages and tools. This compatibility is essential in a collaborative and multi-tool workflow typical in film production. Quads ensure that models can be easily transferred, edited, and animated across various platforms without the need for time-consuming topology corrections.
While it's acknowledged that 'ngons' may be used in non-deforming parts of a model or in objects that are not central to close-up shots, the overall efficiency, predictability, and quality offered by quad topology make it the preferred choice for film assets. This preference is not just a matter of tradition but a practical consideration for meeting the high standards of animation and visual effects in the film industry. Soon I believe this is all about to change as you are putting it with the Ng's.
How to download free course 😢
What if I telling that I don't use subD, or rare?
That thumbnail, tho! I still can't believe how this myth is still being perpetuated by universities, even today. I had a teacher that would give me a 0 if I had ONE N-gon. 🤡
@@bardoyuncusuxd Oh stop trying to gatekeep. CAD/Blender has many niches and not all of us care about n-gons, it is the end result. If I listened to people like you I never would have started my own 3D models and terrain and working towards opening a business.
"Can't do this, can't do that." Why not show some encouragement instead of being negative to random on a video?
well said mate, just remember all those mupp[ets who moan are mostly unsuccessful, which is why they have so much sand up their punani
sound low?
Thanks for the information
Thanks You sir 🎉🎉🎉🎉
VERY COURS THANK YOU PONTE
oh, why is your patreon not available?!!!
because thier site is utter garbage
😂😂😂@@PonteRyuurui
Name one single production house that hires modelers that accepts anything except perfect or absolutely near perfect quad topology? Do modelers for ILM model what they want for stills only? NOPE. Modelers rarely if ever get to model what they want, they model what they are assigned to.
Took me a while to word this properly, but I've tried my best. Love your tutorials mate especially for concept design work. And thanks for posting the subd vids.
In the context of 3D modeling for film and high-end visual effects, the preference for quad topology over ngons is grounded in several key advantages that quads bring to the table, especially for assets that require high-quality animation and rendering.
Deformation Quality: Quad-based models offer superior deformation characteristics, which is crucial for animating characters and creatures. Quads allow for smoother and more predictable bending of surfaces, essential for achieving realistic movement of skin, muscles, and clothing. This predictability is vital in a production environment where the believability of characters can make or break a scene.
Subdivision Surfaces: The use of subdivision surfaces is a standard practice in the industry to achieve smooth and detailed models from relatively low-polygon meshes. Quads subdivide evenly and predictably, ensuring that the surface detail increases without introducing artifacts or irregularities, which is often a challenge with ngons.
UV Mapping and Texturing: Quads provide a more straightforward and efficient approach to UV mapping and texturing, critical for adding detailed and realistic textures to models. They unfold more predictably into 2D space, allowing for easier texture painting and fewer issues with texture stretching or distortion.
Compatibility and Workflow Efficiency: Quad meshes are more compatible across different 3D software packages and tools. This compatibility is essential in a collaborative and multi-tool workflow typical in film production. Quads ensure that models can be easily transferred, edited, and animated across various platforms without the need for time-consuming topology corrections.
While it's acknowledged that 'ngons' may be used in non-deforming parts of a model or in objects that are not central to close-up shots, the overall efficiency, predictability, and quality offered by quad topology make it the preferred choice for film assets. This preference is not just a matter of tradition but a practical consideration for meeting the high standards of animation and visual effects in the film industry. Soon I believe this is all about to change as you are putting it with the Ng's.
Congrats in only reading the title not watching a Single second of the vid. Also, CIG does
Model in C++... then you'll really understand.
Who model in C++ ?
how do you even model with a programming language 😭😭
lol... wouldn't you like to know weather boy.@@rajendrameena150
Model in Microsoft Excel... then you'll really understand.
This really gave me a chubby......