Can I ask what's the shortcut for the tools marking menu? Where you select to add multiple loops instead of one. Also, at 1:31:16, where you changed it for absolute offset. Thank you for the answer!
Hi,I'm curious, I'm currently studying architecture and trying to design fluid buildings using Maya, but I haven't found a suitable educational RU-vid channel. Could you recommend a channel that focuses on architecture in this area?"
Hi. thank you Mario. really appreciate these golden modeling techniques. could you please make a tutorial series about modeling a Car or at least some tips and tricks for car modeling because I think modeling a car is very difficult and if someone can model a car with nice and clean topology then have ability to model everything.
Hi thanks a lot. The thing is, there are already plenty of tutorials that cover modeling a car. Training you mentioned already exists in my Maya Masterclass program which covers building a strong modeling skill in depth. As you complete the classes with all the tasks and final tests, modeling any car (not just a car) should no longer be a challenge. Cheers! EDIT: will add the direct link for those interested elementza.com/maya-masterclass/ ...
@@Elementza Yeah I know about the master class but unfortunately I can't afford it now. I know there are a lot of tutorial about car modeling but I'm looking for the best one :)
Please teach more things on youtube because a lot of people are there who can't afford your course. Thank you for the sharing your knowledge and experience.
Yo mario. I just got zbrush , what an amazing timing. would you make videos on applying for 3d modelling jobs or maybe you share how you started first in the industry.
This tutorial stands out as it goes beyond merely garnering likes or views on RU-vid. It encourages critical thinking rather than blind imitation, shedding light on the creative decisions and the rationale behind them. It's the kind of quality content I've been seeking for years, offering a logical approach to practices I've previously adopted without fully understanding. It's truly enlightening and has taught me so much.
As someone who works with 3D modelling almost daily. This whole channel is a goldmine for someone who wants to do modelling for a living or a hobby. So many essential steps is covered on this channel that cannot be ignored! Another thing... I highly recommend to people to learn the SubD workflow. Because then you know all the rules to fix modelling issues in lowpoly, boolean workflows or whatever there is. Keep it up Elementza!
Why is topology challenging to learn? Where to start? Often we look at forms as a whole and not a unified set of smaller, simple forms. Understanding simple forms creates a bridge to mastering complex forms. Try to practice your topology on simple objects, and slowly work up to more challenging ones.
This might be a little much to ask, but could you create some tutorials for simple shapes/objects for practice? (Like this one you just did in this video) I know there are many tutorials out there already but i really like your style. If not TY for all the stuff that you put out already anyway 😄👍
D hotkey is default for pivot placement. Here is the full video on the topic ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-T0cI1uT2N8c.htmlsi=baptdXBQSeZNTS3Z
I saw your videos in the past when I was in college as I always loved how you do hard surface in semi high poly when as that is what I always stuggeled with when it comes to the curved surfaces like those on guns so this helps as I wanted to get back into Hard Surface again
Ur words really inspire me since the first day I’ve started college till landed to a Vfx job. I’ve watched ur vids abt topology and its really important especially for those really hero assets/props. Keep up with ur new content man 🎉
I've said this in the past and then again now. You're using way too many polygons in a useless manner. Not even to add more detail, because the only detail you add is extruding in or out, that's basically the only kind of detail you add. You waste way too many polygons in places where it's not needed at all like flat surfaces. And you made me write this again because you can't teach people to do this with kitbash parts. They're usually used many times across the same model and wasting so many polygons in kitbash parts means that the poor person who is starting, doesn't have the best computer and learned something from one of your videos is going to struggle, because he has no idea he doesn't need to put 12 divisions in a flat surface that has no detail modeled in it. And don't tell me "Oh it's because it is for concept." No. I don't see it disclosed in any of the videos so you can't say it's for concept. FFS.
Hey thank you for your input. To anyone reading. There are parts where topology does not matter, and where it does. I have extensive library of content on this topic already, and all these points have been answered in detail. Where it does matter, I usually mention the following. - Even spread of edges is easy to control and its predictable. It is easy to add any detail, control the flow and form. - Even spread of edges helps with UV and stable UV unwrap. (No UV stretching) - Topology count, as in subdivision is increased based on the need. Either for holding a corner, or establishing form and detail. - Smooth surfaces with no detail, will hold just fine with lower poly count. Smooth surfaces with high detail level, will require higher density for polished result. Sources with examples and case studies are found in links below. Importance of Support Loops in 3D Modeling ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-KR8cF-KBYjo.html Importance of Edge Flow in 3D Modeling (Control the Forms) ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-h9kP7AmOoBU.html Importance of Subdivision in 3D Modeling (Why Density Matters) ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-6WIkSJTZVQ0.html Simplified Topology ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-AOW1tBl9VLk.html Full Article on Toplology Understanding elementza.com/how-to-understand-topology-in-3d-modeling/ Plus Complex Shapes in 3D Modeling ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-N8Ku8VrpiOI.htmlsi=yYTLF3zcBY7s3Ud4 3D Modeling Tutorial for Beginners (3D Modeling, Rendering & UV Mapping) ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-OSS7icMUAiA.htmlsi=Ppvjo2QvNH4ld_1l Just to name a few. All these go in great detail on the full workflow, the approach for beginners, reasons how and why we do things, but also covering the same points the person above mentioned as a potential issues. Cheers!
Maybe you are wrong. What you said is correct about the kitbash assemble (very small details), and the flat surface. If you have seen his most recent tutorial on robotic design. It have something similar kitbash in this video. The important thing, it is used for blend & curlve with so many complex details and NOT small or flat. Newbies often do not have enough knowledge to visualize the overall layout. then assemble it, clone, duplicate, 1/4 mirror bla bla. A simpler approach is A + B = C. Anyway, if not in the above case, wasting too many unnecessary polygons is a significant problem when working
I´ve watched the video and follow the uploads in the shadows, but I do not see anything remotely to the issues you are pointing out. He did mention in earlier videos that he does videos first, then clean ups later for production use (not sure which video, but it is one of the kitbash ones.) Take it from 46 year old industry veteran, he talks in the video about something more important than poly count.
To anyone reading this type of comments... I strongly disagree with this type of statement. Will AI replace creative work only, or creative thinking too? Is 3D dead job or is creative thinking dead job? Replace words like "bolt", "kitbash part" etc. from the video or the article with AI or similar, and not much changes. Approach how we learn our skills still need solid foundations. How we form our discipline and work ethics has nothing to do with AI. Example from the video/article. Second, what is the biggest benefit of creating a Kitbash library (or AI models)? -Simple kitbash (AI Models) parts are great for basic (AI) tools practice. -On simple parts, we fail faster and can fix mistakes faster -We learn the value of repetition, polish, and variations -We create a habit of starting and completing projects -We can try various workflows and implement them faster -We build a library of (AI) parts for future projects How we build any skill matters the same. Even if AI makes 3D models 20x times faster, will it be the model we wanted and imagined, or will it be the model AI wanted and imagined for us? If not satisfied with the second, in the end, to get things we imagined and we want to create exactly as we want, only we (as you and I) can do.
Will that stop anyone from creating anything in 3D ever again? AI can write a 2000-word article... today. Yet, many still write. I wrote the 2000-word article myself because these are my thoughts and experiences, and not thoughts or experiences suggested to me by AI. I would suggest making your own decisions on what you wanna do. Use AI as a tool to grow your skill and not as a replacement of your skill.
@@Elementza Very well said, Mario. AI output is very derivative, it lacks proper context and functionality. And when everything has the same quality output, nothing will be interesting. I'd ask the person to focus on themselves, cultivate your own ideas, and that way you stand out in this world of meaningless AI output. Thanks.
Thanks so much Mario. Your lessons on hard surface with Maya helped me so much. I hope that one day you'll make a quick lesson teaching how to turn a high poly quad-topology prop into a low poly game asset. It would help immensely. Thank you again for everything. You're the best ^^
Your UI colours are really clean, love the blue selection and black wireframe. How would I go about setting my colors up like this? the colors editor in maya seems really limited...
Hey all! A lot to unpack. If you wanna read all instead of watching, you can do that directly on the site blog. elementza.com/benefits-of-creating-simple-objects-in-3d-modeling/
sup, how do you make your icons smaller, i found out that when i go in the preference section there is a custom interface scaling but you can't go below 100% and i want to go below
Hey, so for me, editing the pivot results in a custom pivot which I can't use for the mirror operation like Mario does at 23:30. Is there something I'm missing ?