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Good Shading With Bad Topology _ Blender Topology Tutorial 

CRNT DESIGNERS
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In this blender tutorial I have done blender hard surface modeling and created hard surface asset. This blender 3d modeling tutorial will help you to improve your 3d modeling skill. I hope you will like this tutorial.
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This blender tutorial is related to following topics
blender hard surface modeling
blender modeling
blender modeling tutorial
how to model in blender
hard surface modeling
blender speed modeling
blender timelapse
blender sub division surface modeling
blender topology
blender subdivision surface
3d modeling blender
subdivision surface
subd modeling
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We provide education to become a successful CG Artist. We want to teach you everything we have learnt along the way, to make your journey less painful and more fun. Learn 3D With CRNT DESIGNERS on our RU-vid Channel For Educative Blender Tutorials.
My blender tutorials are mostly base on blender hard surface modeling for film production. Hence I use subdivision modeling method rather than polygon modeling. These 3d modeling tutorials will help you to improve your 3d modeling skill and workflow. I create blender beginners tutorial as well as Intermediate level tutorials. This blender modeling guide will teach you right approach to 3d assets. These blender hard surface modeling hacks can save you time while creating 3d assets. I hope you like these tutorials and you are getting some knowledge from them.
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28 авг 2024

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Комментарии : 24   
@private8718
@private8718 Год назад
This is waaaaaaay too fast to follow. Also you don't explain or clarify what you're talking about. Why is it bad topology? Why are you modelling in a certain way? This would be a lot more helpful if you slowed down and took the time to explain what you're doing.
@enobrussee7153
@enobrussee7153 2 месяца назад
A bit late, but because you want the e pole mostly on a “flat” surface. It will cause shading problems otherwise. (Not in this example tho)
@FishMan1nsk
@FishMan1nsk 18 дней назад
@@enobrussee7153 it would not. Pentagon for this type of shapes is even better than quads. Try your self. When you subdivide it - it natively turning the flow and works as a junction.
@ZettXXII
@ZettXXII Год назад
If you are deep enough into blender to work like him, you can resolve merging issues like that, but a beginner could end up taking a lot of time and effort in adjusting vertices manually. The approach I like the most is to use the shrinkwrap modifier on both objects, with a vertex group on the connection point on each object. It sounds more complicated than it is, tutorials about the modifier on YT are far easier to understand. It allows you to work on any surface you want to cut/merge into and you can check the result before applying anything. And use "loop tools" -> for example "circle" to prepare the shape of your mesh connection.
@lavatr8322
@lavatr8322 Год назад
can you point me out to some tutorials... for the shrinwrap technique
@ZettXXII
@ZettXXII Год назад
@@lavatr8322 Hi, sure. I learned it from Ian McGlashams channel on youtube, the video is called "Blender - Connecting Cylinders - #15 Subdivision Surface Modelling in Blender 3" or grab the part of the url I can post here /IS2LPVNp6SE He has some great videos about subdivision topology in general and the other source I like to recommend is "blender secrets" (also YT). Good luck on your journey!
@quadgon
@quadgon Год назад
Although it's probably not a huge issue with a spherical object, the issue here is that the one with the correct topology also suffers from 5 spoke poles, where as the one producing the n-gon does now. 5 spoke poles can sometimes cause unwanted effects in tight places on your mesh (of the angles are very narrow).
@PayxiGandia
@PayxiGandia Год назад
If shading good, topology good
@Johnpranu
@Johnpranu Год назад
I clicked to see why topology is so important ? Well nice video
@deadline546
@deadline546 Год назад
This is really interesting! though understanding topology way more than good or "ngon" = bad. Its not totally bad advice, and sure if you were to just avoid ngons altogether it may help simplify things but it is really more complex and by trying to dumb it down so simply is only hurting your learning experience. For starters, you should be showing how you can disable "optimal display" on the subd, and enable wireframe overlay to show topology after modifers and you will see with just 1 level of subd both good and bad versions have almost identical topology. You literally, manually created what a subdivided 5 point ngon is after a level of subdivision..... In some cases the "bad* version is actually better, after 1 level of subd they both have a 5 point pole, and arguably, a perfectly smoothed(with subd) 5 point pole will have better shading than a manually placed one. In fact in a lot of cases ngons and or tris can be the better option because they are more simple, and in right use cases have exactly the same shading so more optimised, like if the surface is a flat section throw whatever nasty as hell geo ther eyou like, add a bevel with hardened normals and you have a ton less poly with literally exact same shading.... or if you are creating a really low poly version with subdivision, where the first level of subd is the actual model then levels above it are just for bake details or even use it for your LODs, you could use tris and ngons to create those same 5 point poles and have a simpler base mesh with subd and shrink or other mods or sculpt with multiresolution. Whats actually important is to learn is the pros and cons of each, learn when and where is best to use each, when and why they are bad, why sometimes they are good and use them accordingly.
@MistaKittyKat
@MistaKittyKat Год назад
I can’t help but feel like you repeated the same few sentences many times but never really - explained - much And you’re elaboration on vertex count and the stage at which a model can exist was more confusing than clarifying Cool video, nice work
@calebj7205
@calebj7205 Год назад
I agree. Not a lot of explanation really
@user-ly3is9gz2y
@user-ly3is9gz2y 7 месяцев назад
useful information, thank you. Just clarify, how did you know that for the correct topology in a cylinder you need exactly 16 vertices?where does this calculation come from?
@sidpardeshi9352
@sidpardeshi9352 Год назад
that ngon can be connected to that cylindrical shape but for that you need to have two supportive edges (as you did in 2nd model)!
@native499
@native499 Год назад
Good jobe... one more thing .waiting bro.❤️👍
@NicolaiNita
@NicolaiNita Год назад
Are the vertex count of the cylinder that make the difference? If so, how do you decide what is the right number for a specific case?
@Johnpranu
@Johnpranu Год назад
I think practice makes perfect lol
@ArjunShajan
@ArjunShajan Год назад
nice
@Handleneeds3ormorecharacters04
👍
@sohailwazir7680
@sohailwazir7680 Год назад
Bro you peak so fast sometimes it's difficult to follow you.
@sohailwazir7680
@sohailwazir7680 Год назад
if i click Shift A it doesn't show a rounded cube in the menu. how to add this in menu of Shift A
@CRNTDESIGNERS
@CRNTDESIGNERS Год назад
enable add mesh:extra objects, this add-on comes with blender
@FishMan1nsk
@FishMan1nsk 18 дней назад
Dude what are you talking about? Pentagon in this place is better than quad. Because pentagons better hold curved shapes by their nature. Example on the left that's worse topology because distance between loops starts to decrease which actually produce pinching. So you literaly teaching people the opposite of what they should do in this situation. Not everything should be constructed with quads. Well unless you trying to get a steam achievement.
@gerrevandermeer7500
@gerrevandermeer7500 10 месяцев назад
toppo logy
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