Great video, I would like you to make a video about the problems that the mirror sometimes generates when applying it because the central vertices sometimes intersect or are separated even when moving the value in clipping.
Usually these videos are for beginners or clickbaits, but these tips clearly speak of someone who know their job, and are useful for everyone! well done and thank you
Out of all the videos I've seen on topology, this one of the bests in my book purely because it taught me 2 insanely good things. The corner topology tip is amazing because almost every model got corners here and there. The bevel arc tip is so simple, yet I didn't know it and I haven't heard anyone else mention it yet. I got Vietnam flashbacks of all the times the bevel with arc setting enabled would have solved hours of headaches if I knew about it.
These tips are really good, and game dev here! Worked for a studio for a while and learned some big things when it comes to industry engines. So you see a LOT of videos where people just jam models together and 'join' or 'merge' them. Usually these are self taught blender tutorial vids for views. Please DO NOT do this when it comes down to creating a model for 'video game purposes'. For blender animations and things it is ok 'for the most part'. Though if you use an engine you can usually (More often than not) get a lot of errors with UV's and overlapping surfaces. It takes longer to develop it from a single model, but its a standard that needs to go on. So if you are working on your models, please, just work from a single shape if possible and build off that. Blender has looptools which helps if you want cylinders in your models which is why modelers typically will try merging stuff together. Guy who first told me this was originally the one who worked on DOOM, great game btw, and he kept telling me over and over, not to do it. I did end up trying it and did run into the errors he warned me about. Met many other industry experts who taught me tricks to improve, but the biggest one is not throwing stuff together. (High Poly Models are different of course and you are going to throw stuff together for sculpts so don't confuse low and high). So if you want to get to professional level, test it out and see errors yourself from first hand experience, but learn to do it the right way.
@@KhachaturManucharyan He advises don't use the boolean modifier to join or merge the objects. Try to make all hollows and protrusions using Loop tools and Extrude on the original model
Instead of the knife tool (which operates in screen space and has some inaccuracies due to the Z buffer), just select the two points you want to connect by an edge and hit J. That will automatically cut the shortest path through the mesh along the surface while preserving manifold topology.
Using the knife tool is much faster for me, especially if you want to cut many things in a row. The fact it operates in screen space is not a problem most of the time. But yea, sometimes it creates problems, which is when I use the j key.
if you normally use mirrowed pieces and hide the topology you aren't working it 99% time is fine cause knife tool sticks to points (press O and select "points" for snapping)... if you are working in a topo so small knife still miss the point you probably using to much topo or to small scale, in that case edit your topo using an scalated instance of your topo so you won't get other imprecisions in mesh calculations
The title is spot on. You just answered every question I had about how to improve my topology. And I can’t tell you how much I appreciate that you put so much useful information in under 10mins!
I work with C4D and sometimes try out some features of Blender. Your video is truly one of the best basic (things you need to know) videos that follow the standard workflows of any 3D software. I wish this had existed 15 years ago. Thumbs up. Really good.
I watched this video and I learned so much about topology. Now I can finally make my 3D models look like they have skin and bones instead of blobs and sticks. Thank you for the tips, you are a topology master!
I don't know if it's worth mentioning but the knife tool can be cumbersome sometimes so for safety and speed I just hit J with my two vertices selected so it cuts a line through the mesh to the last selected vertex but it also follow the flow of the mesh too so it's safer.
Are you talking about a specific part in the video, or in general? Of course I know abou the J key, but I find it to be much slower, if you have to do multiple cuts. But yea, for other stuff I definitely use it
@MLT Studios aye just in general. At the moment I'm cutting up tapered clover shaped castle model for cannon ports and windows. It's quite difficult with the knife tool cutting around such an odd shape without it doing undesired things so I use the J key, line up my view and it'll give me a nice slice that follows the mesh shape a bit better.
“J” is a shortcut for “Connect Vertex Path” in the Vertex Context Menu. The next option down in that menu is “Connect Vertex Pairs”. This lets you select more than two vertices in a row and split faces along all of them. This would be quicker than using “J” on them one pair at a time.
I started in blender in 2021 and trust me, I've watched countelss tutorials and THIS IS THE BEST TOPOLOGY TUTORIAL so far. These tips are soooo usefull in many cases. I've been strugglin to design a good topo and tutorials about it are either too long/boring or too complex, giving unclear examples. Man I can't thank you enough. Just subbed & liked your video!
from the thumbnail, i thought this was going to be an argument of triangles over quads, but instead it was nice and informative. these were good tips. i'm glad i watched.
Amazing tips, for tip #5 at 7:00 you can also just enable the "Add mesh: Extra object" addon (built in Blender), then you'll have the option to create a "rounded cube" in the Mesh options, that also comes with extra features/settings.
This is something that not many tutorials is teaching. Super high quality content. Understanding topology is a game changer.. thanks for sharing this witb us. ❤
A helpful video. More people need to learn how to use Sub-D, especially Blender users, instead of dismissing it as "unnecessary" in favour of boolean-based modelling.
9:07 I did not know unchecking flatten to get the circle to follow the curvature. I use circle all the time to fix distortion but never bothered to play around with the options. Thanks! 3:02 I'm sure you know this but for newbies, data transfer modifier is great to fix pinching.
Andrew 😮. Most of that stuff, I learned from your twitch streams. I never was able to watch them live, but watched the VODs like a day after. Because of you, I got my first job in the VFX industry. Thank you very very much!
This video is also really good for medium beginner level users because I just learned like 5 things I’ve been wanting to learn since I started by just watching you do them naturally in the background
I found this pretty helpful. Still learning at the moment and I'm far from having muscle memory, but knowing stuff like this beforehand makes me more confident that I'll be able to build good workflow habits.
this is the kind of stuff that can help me to get my modeling from mid to ok, but will require effort in remembering the tips XD, i will for sure get back to this video a few times before it becomes automatic in my work, thanks, that's actually helping a lot to see the solution applied whereas in most of the topology video i watched it sounded like mathematical approach of the subject whereas here it feels like practical, not just bare geometry.
RUclips kept SPAMMING this video in my feed so I finally clicked on it and it's amazing. All of these tips are great! I thought this was some kind of newbie video but I loved every second.
I've been poly modelling in LightWave for decades now but every time I tried sub-d I always ran in to these problems and didn't know how to fix 'em. Very helpful! I really should pick up Blender as the workflow just seems sooo much quicker.
Man, you are doing the right way of modeling, I am now a blender user but I came with 3ds max experience for years and what surprises me is that many blender users highly rely on bevel and their models are boolean mess, these things will never happen in professional company and even topology with subd is still industry standard.
You have my subscription. I'm going through the Donut Tutorial and the biggest thing I wish he used was an indicator on screen for what buttons he's currently using. I appreciate that you have done this.
Really appreciate this video, Ive been struggling on my models because I didn’t really know how to fix my topology but you explained how to fix a lot of my problems!
As an established artist this is still very useful. Given I have gotten Into hard surface modeling with my unreal project for nostromo from alien. This has helped me learn the importance of holding edges when subdividing models for baking in painter with sci-fi modeling. Great informative videos. Subbed. ❤
00:00 VFX modellemede topolojiyi işlemek için ipuçları 01:04 Düzensiz mozaiklemeyi bıçak aracıyla düzeltin 02:08 3B modellerde kenarları ve köşeleri sabitlemeye yönelik ipuçları 03:22 Kafes topolojisini geliştirmeye yönelik ipuçları 04:58 Blender'da Boolean değiştiricisini kullanmak için ipuçları 06:03 Blender'da bir küre üzerinde topoloji oluşturmaya yönelik ipuçları 07:12 Blender'da 3D modelleme için ipuçları 08:16 Döngü araçları eklentisi, hafif iş akışında topolojinin düzeltilmesine yardımcı olur
The 235 rule for reducing topology you show at around 4:40 is something I've often heard and often attempted, but always failed to understand. The way you put it here was the first time I understood it. Nice
For the sphere in the end. Instead of adding a cube and subsurfing it. There's an add-on for extra objects that comes with blender that allows you to add a round cube and you can select a quadsphere and others
Thank you very much for walking through this! I've been frustrated by not knowing how to solve quite a few of these specific problems, and this is an excellent walkthrough on how to do it. Please, more videos like this would be excellent! Particularly interested in how to collapse down an odd number of extra edges - the case you provided works great for even numbers but if I have three extra edges I end up with still an extra edge loop messing up the mesh density.
One tip additional tip that would be good to show is how to do shallow seams on a surface. The kind that follow the curvature of a surface but don't touch the surface boundary. These are often necessary for doing panels on space ships, robots, futuristic armour, etc.
For the sphere and face extrusion tip: Do an inset with "i" after you select the faces, before extruding to put a protective loop around the extrusion. This way there is no pinching at all. Give it a try
this is actualy super helpfull, thanks for the tips ! i rarely use the sub-d workflow, but this is really good topo tips for us making game ready assets
I just cheekily take the opportunity to promote my new Blender addon.
Create Planets in Blender in Seconds: bit.ly/3WI706E
Can you do a video explaining a modifier that you think is useful?
Great video, I would like you to make a video about the problems that the mirror sometimes generates when applying it because the central vertices sometimes intersect or are separated even when moving the value in clipping.
...and subscribed :D
Usually these videos are for beginners or clickbaits, but these tips clearly speak of someone who know their job, and are useful for everyone! well done and thank you
fr, felt like every tip was just like basic stuff but solves so many problems and helped at least me understand topology a bit more
It must be a miracle
You can never have to many topology videos. Good one!
Out of all the videos I've seen on topology, this one of the bests in my book purely because it taught me 2 insanely good things. The corner topology tip is amazing because almost every model got corners here and there. The bevel arc tip is so simple, yet I didn't know it and I haven't heard anyone else mention it yet. I got Vietnam flashbacks of all the times the bevel with arc setting enabled would have solved hours of headaches if I knew about it.
These tips are really good, and game dev here! Worked for a studio for a while and learned some big things when it comes to industry engines. So you see a LOT of videos where people just jam models together and 'join' or 'merge' them. Usually these are self taught blender tutorial vids for views. Please DO NOT do this when it comes down to creating a model for 'video game purposes'. For blender animations and things it is ok 'for the most part'. Though if you use an engine you can usually (More often than not) get a lot of errors with UV's and overlapping surfaces. It takes longer to develop it from a single model, but its a standard that needs to go on. So if you are working on your models, please, just work from a single shape if possible and build off that. Blender has looptools which helps if you want cylinders in your models which is why modelers typically will try merging stuff together.
Guy who first told me this was originally the one who worked on DOOM, great game btw, and he kept telling me over and over, not to do it. I did end up trying it and did run into the errors he warned me about. Met many other industry experts who taught me tricks to improve, but the biggest one is not throwing stuff together. (High Poly Models are different of course and you are going to throw stuff together for sculpts so don't confuse low and high). So if you want to get to professional level, test it out and see errors yourself from first hand experience, but learn to do it the right way.
Can you please clarify what not to do for game dev? I read it twice but still not sure what you mean.
@@KhachaturManucharyan He advises don't use the boolean modifier to join or merge the objects. Try to make all hollows and protrusions using Loop tools and Extrude on the original model
Instead of the knife tool (which operates in screen space and has some inaccuracies due to the Z buffer), just select the two points you want to connect by an edge and hit J. That will automatically cut the shortest path through the mesh along the surface while preserving manifold topology.
Using the knife tool is much faster for me, especially if you want to cut many things in a row. The fact it operates in screen space is not a problem most of the time.
But yea, sometimes it creates problems, which is when I use the j key.
You could use grid snapping with increments or vertices with the knife tool. Very accurate
This. I need to download a cheatsheet lmao
if you normally use mirrowed pieces and hide the topology you aren't working it 99% time is fine cause knife tool sticks to points (press O and select "points" for snapping)... if you are working in a topo so small knife still miss the point you probably using to much topo or to small scale, in that case edit your topo using an scalated instance of your topo so you won't get other imprecisions in mesh calculations
Agree@@mlt-studios
The topology on your spaceship is so gorgeous!! This is great because it's an art and a logic puzzle at the same time
The title is spot on. You just answered every question I had about how to improve my topology. And I can’t tell you how much I appreciate that you put so much useful information in under 10mins!
I like that even as an experienced designer I was able to find ways to speed up my process even more using these tips. Much thanks!
I work with C4D and sometimes try out some features of Blender. Your video is truly one of the best basic (things you need to know) videos that follow the standard workflows of any 3D software. I wish this had existed 15 years ago.
Thumbs up. Really good.
I watched this video and I learned so much about topology. Now I can finally make my 3D models look like they have skin and bones instead of blobs and sticks. Thank you for the tips, you are a topology master!
I don't know if it's worth mentioning but the knife tool can be cumbersome sometimes so for safety and speed I just hit J with my two vertices selected so it cuts a line through the mesh to the last selected vertex but it also follow the flow of the mesh too so it's safer.
Are you talking about a specific part in the video, or in general?
Of course I know abou the J key, but I find it to be much slower, if you have to do multiple cuts. But yea, for other stuff I definitely use it
@@mlt-studios many times at least in Blender it glitches out and does unwanted cuts, specially when you're very zoomed in
@MLT Studios aye just in general. At the moment I'm cutting up tapered clover shaped castle model for cannon ports and windows. It's quite difficult with the knife tool cutting around such an odd shape without it doing undesired things so I use the J key, line up my view and it'll give me a nice slice that follows the mesh shape a bit better.
“J” is a shortcut for “Connect Vertex Path” in the Vertex Context Menu. The next option down in that menu is “Connect Vertex Pairs”. This lets you select more than two vertices in a row and split faces along all of them. This would be quicker than using “J” on them one pair at a time.
@@lawrencedoliveiro9104 thank you this is great :)
I started in blender in 2021 and trust me, I've watched countelss tutorials and THIS IS THE BEST TOPOLOGY TUTORIAL so far. These tips are soooo usefull in many cases. I've been strugglin to design a good topo and tutorials about it are either too long/boring or too complex, giving unclear examples. Man I can't thank you enough. Just subbed & liked your video!
from the thumbnail, i thought this was going to be an argument of triangles over quads, but instead it was nice and informative. these were good tips. i'm glad i watched.
i got hours and hours of mesh practice with this single video. thank youuuuuu!!!!
Amazing tips, for tip #5 at 7:00 you can also just enable the "Add mesh: Extra object" addon (built in Blender), then you'll have the option to create a "rounded cube" in the Mesh options, that also comes with extra features/settings.
This is something that not many tutorials is teaching. Super high quality content. Understanding topology is a game changer.. thanks for sharing this witb us. ❤
A helpful video. More people need to learn how to use Sub-D, especially Blender users, instead of dismissing it as "unnecessary" in favour of boolean-based modelling.
these words should be written in gold! thank you!
9:07 I did not know unchecking flatten to get the circle to follow the curvature. I use circle all the time to fix distortion but never bothered to play around with the options. Thanks!
3:02 I'm sure you know this but for newbies, data transfer modifier is great to fix pinching.
The flatten option I first discovered when recording the video, lol. Did not know about it before 😅
solid video on subd topology fundamentals
Andrew 😮. Most of that stuff, I learned from your twitch streams. I never was able to watch them live, but watched the VODs like a day after.
Because of you, I got my first job in the VFX industry.
Thank you very very much!
@@mlt-studios glad to hear it all worked out for you! No wonder I agree with your workflow so much.
This video is also really good for medium beginner level users because I just learned like 5 things I’ve been wanting to learn since I started by just watching you do them naturally in the background
This channel is gold. Thank you!
as a beginner, that first tip was extremely helpful. thank you
I found this pretty helpful. Still learning at the moment and I'm far from having muscle memory, but knowing stuff like this beforehand makes me more confident that I'll be able to build good workflow habits.
This video has massively improved the overall quality and topology of my meshes. Thank you for the tips.
Wow ! As a new 3D designer I experienced all these problems 😄 Thank you for your help 🌸
I have been working with 3D for close to ten years, granted in other parts (rig, animations), and these tips still surprise me!
Useful tips or reminder for professionnal artists. Clear and precise. Everything we need ! Thank you !
i feel some strange satisfacion in this type of video, im a quad addict
very good tutorial, I see, knife is very usefull
this is the kind of stuff that can help me to get my modeling from mid to ok, but will require effort in remembering the tips XD, i will for sure get back to this video a few times before it becomes automatic in my work, thanks, that's actually helping a lot to see the solution applied whereas in most of the topology video i watched it sounded like mathematical approach of the subject whereas here it feels like practical, not just bare geometry.
For tip #4, you could have used x2 mirror modifier to save even more time.
the miter outer bevel trick is really nice, thanks for that
RUclips kept SPAMMING this video in my feed so I finally clicked on it and it's amazing. All of these tips are great! I thought this was some kind of newbie video but I loved every second.
This is the best tutorial about topology ever! Thanks
I've been poly modelling in LightWave for decades now but every time I tried sub-d I always ran in to these problems and didn't know how to fix 'em.
Very helpful!
I really should pick up Blender as the workflow just seems sooo much quicker.
wow, after searching this kind of videos for half of a day, your video turned out to be the most useful and understandable. THANKS!!!
Brother this is insanely good topology tips, thank you so much
Thank you so much, I've learned some of those tips by myself while working but I didn't know most of them, they are so useful!
Thank you so much, it's like a distilled shot of knowledge!
So good. Can't believe that I am just now learning there is a "flatten" option you can turn off while using the "to circle" command.
I actually just found that out myself while making this video. Had to re-record some parts, to include that
Thanks for sharing! Great video!
I do use blender for more than 6 years, but even that I found some of the tips helpful! Good job! 👍 😊
Thank you so much! You break it down perfectly for me to understand
You can also use Edge Crease for many of the cases.
Man, you are doing the right way of modeling, I am now a blender user but I came with 3ds max experience for years and what surprises me is that many blender users highly rely on bevel and their models are boolean mess, these things will never happen in professional company and even topology with subd is still industry standard.
You have my subscription.
I'm going through the Donut Tutorial and the biggest thing I wish he used was an indicator on screen for what buttons he's currently using. I appreciate that you have done this.
each and every of these tips just life savers loved that
I don't even do any kind of 3D modeling but it's really satisfying to watch
This is the best topology video I've seen, thanks for the tips!!
Really appreciate this video, Ive been struggling on my models because I didn’t really know how to fix my topology but you explained how to fix a lot of my problems!
These tips are legit. Definitely use them. You can also inset to create the 1 to 3 polygon reduction.
As an established artist this is still very useful. Given I have gotten Into hard surface modeling with my unreal project for nostromo from alien. This has helped me learn the importance of holding edges when subdividing models for baking in painter with sci-fi modeling. Great informative videos. Subbed. ❤
Great video. I also didn't realize about turning flatten off in the circle option.
super helpful wow, i like the use of examples, thats always soooo helpful, ill get these tips but have no clue when to practly use them
00:00 VFX modellemede topolojiyi işlemek için ipuçları
01:04 Düzensiz mozaiklemeyi bıçak aracıyla düzeltin
02:08 3B modellerde kenarları ve köşeleri sabitlemeye yönelik ipuçları
03:22 Kafes topolojisini geliştirmeye yönelik ipuçları
04:58 Blender'da Boolean değiştiricisini kullanmak için ipuçları
06:03 Blender'da bir küre üzerinde topoloji oluşturmaya yönelik ipuçları
07:12 Blender'da 3D modelleme için ipuçları
08:16 Döngü araçları eklentisi, hafif iş akışında topolojinin düzeltilmesine yardımcı olur
The 235 rule for reducing topology you show at around 4:40 is something I've often heard and often attempted, but always failed to understand. The way you put it here was the first time I understood it. Nice
Thanks. Clear and concise explanations.
For the sphere in the end. Instead of adding a cube and subsurfing it. There's an add-on for extra objects that comes with blender that allows you to add a round cube and you can select a quadsphere and others
this, and because the subdivided cube is not perfectly round
I'm a Max guy and these are really useful tips. Thanks!
I have no idea about topology or 3d modeling. For me you are a wizard
This is top tier quality content, blessed be you brother
U r a Genuine teacher, thank you!
Pretty useful advices, thank you! Solved a couple actual problems for me personally.
such a rare instance of a modeling tuitorial where the teacher actually knows what he's talking about. subscribed!
This is high praise coming from a seasoned veteran.
Thank you very much for walking through this! I've been frustrated by not knowing how to solve quite a few of these specific problems, and this is an excellent walkthrough on how to do it. Please, more videos like this would be excellent!
Particularly interested in how to collapse down an odd number of extra edges - the case you provided works great for even numbers but if I have three extra edges I end up with still an extra edge loop messing up the mesh density.
you'd probably have to insert a triangle somewhere to quadify such problems, place it somewhere planar where it won't mess up even when subd-ed
One tip additional tip that would be good to show is how to do shallow seams on a surface. The kind that follow the curvature of a surface but don't touch the surface boundary. These are often necessary for doing panels on space ships, robots, futuristic armour, etc.
Yea, I might do a separate video just about panels. There are multiple different ways of doing it.
Fantastic tutorial with genuinely useful tips - these prevent a lot of re-working!
For the sphere and face extrusion tip: Do an inset with "i" after you select the faces, before extruding to put a protective loop around the extrusion. This way there is no pinching at all. Give it a try
this is the best way, i always do it like that 👍
excellent tips! saving this video for future reference.
Loved it. Quick and to the point. Thank you for sharing!
The Tantive IV model looks amazing 👌
These tips are really helpful for me, thank you so much
Just discovered your content and it's pure gold!
Best topology tutorial!!!
9 minutes to watch, 9 weeks to master.
greetings from Brasil. amazing tips, very hand. thank's a lot.
This is amazing I wish I could pin this video to blender directly, this is so incredibly valuable
thank you!. these tips do help a bunch.
Legitimately useful tips, thanks!
OMG this is very helpful, Thanks a lot. greetings from Indonesia 😊
This is absolute gold for a blender newbie like myself! Thank you for sharing!
Top notch pro tutorial. Thank you 👍
Ive been doing subdiv for 20 years and you still taught me new stuff, amazing video!
Amazing video! It helped me a lot, thank you so much for sharing
man you gotta keep doing this
On tip 1: just add an edge crease on the inner and outer edge of the corner so you don't need the support loops.
Last tip fast kill my brain 🧠 🤯 where is my 5 hours 🫣, now I’m tired. Thanks for explain. After sleep I will use your tips 👏👏👏👏👍👍👍
very helpful, thanks!
These tips are awesome 👏 thanks my pioneer
Hey I just found your channel! You 've earned a new suscriber, keep the good work man!
Why I didn't know it a year ago! A great tutorial!
That was a lot of useful content in just 9 minutes
These are super handy tips!
This is gonna help me a lot. Thanks, Sir
Knife 🔪 tool is this important 😮
#Saint_Appreciates_Life✌🏽
#OTS
this is also work for 3dsmax user. thanks for the tips! 🔥
this is actualy super helpfull, thanks for the tips ! i rarely use the sub-d workflow, but this is really good topo tips for us making game ready assets
insanely awesome bro. Thank you very much😍😍😍😍