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How to Make Effective Limbs for 3D Characters (Blender)  

CoderNunk
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Here's a little trick you can use to make the topology of your character's shoulders, arms and legs a bit more effective.
Check out the written guide on my website for further information and future updates!
codernunk.com/...
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🖥️ Nunkware Digital (my business) provides hands-on IT support for game studios - let us help yours! nunkware.digital/ 🖥️
🌐Check my website for tutorials, news and more: codernunk.com
🙋‍♂️Become a Channel Member for priority requests and Nunkware Digital discounts: / @codernunk
Discord: / discord
X (Twitter): / codernunk
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Software and Tools I Use:
Blender 4.x
Krita 5.2.0
Video was edited using Davinci Resolve Studio 18.6
Many animations were made easier using this tool by MrAlexTech: www.mralextech...
Animated captions were made with the help of the Snap Captions plugin - Thanks to Orson Lord: • Actual Automatic Anima...
The character animation comes from Mixamo: www.mixamo.com/
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Video Images and Sources:
The background animation is from Adobe Stock
• How to bend the topolo...
#blender #gamedev #characterdesign #3dmodeling #3dart

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29 сен 2024

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Комментарии : 206   
@codernunk
@codernunk Месяц назад
Thank you all so much for 500K views! Never thought I'd get this many views on one of my Shorts!
@izzaazzurri
@izzaazzurri 4 месяца назад
I've seen these topology graphics multiple times and barely understand it, and you just explained how to do it in under one minute. Thanks
@codernunk
@codernunk 4 месяца назад
Glad it helped!
@terriblecontenthere6626
@terriblecontenthere6626 4 месяца назад
It's an interesting and fun subject to explore in my opinion. Local topology has a great amount of uses from preserving the shape of an object, to splitting or redirecting and/or connecting edge flow, to lastly supporting deformation. When I started learning about 3d modeling characters I took the initiative to learn about topology and to explore the concepts of what topology means both in mathematics and art. I used to o see people always making 90k to 150k models for a game and it just never sat right with me
@kieferonline
@kieferonline Месяц назад
​@@codernunk I totally agree. Your video here is concise, useful, and well edited. The visuals are perfect for the content. One could say your video here is "optimized" too! 😅
@violettracey
@violettracey Месяц назад
Thank you so much!
@codernunk
@codernunk Месяц назад
You're very welcome!
@Steamuch
@Steamuch 4 месяца назад
POV: Filian fell asleep at 3D artists' sleepover
@DownBeatClamp48
@DownBeatClamp48 2 месяца назад
spare the scraps at least
@miro_theburger
@miro_theburger Месяц назад
isnt that the person who stole a vtuber model
@TheItalianoAssassino
@TheItalianoAssassino 4 месяца назад
The fact knees are a thing is kinda weird when you think about it.
@codernunk
@codernunk 4 месяца назад
You know, you may be on to something...
@GewelReal
@GewelReal 3 месяца назад
Aight _removes knees_
@rumplstiltztinkerstein
@rumplstiltztinkerstein 2 месяца назад
almost 100% of serial killers have knees you know
@mahvus5586
@mahvus5586 Месяц назад
@@rumplstiltztinkerstein What do you mean "almost?"
@rumplstiltztinkerstein
@rumplstiltztinkerstein Месяц назад
@@mahvus5586 There's gotta be one or another that uses a wheelchair.
@saeedserwan
@saeedserwan 4 месяца назад
No way man, your channel is a gold mine. Im legimately so happy i found this
@codernunk
@codernunk 4 месяца назад
Glad to have you here!
@oglothenerd
@oglothenerd 2 месяца назад
Prime example of science in art.
@codernunk
@codernunk 4 месяца назад
A little late to the party, but THANK YOU for 100K views! You all are the bee's knees!
@sweetlitlbumblb
@sweetlitlbumblb 3 месяца назад
I like your funny words magic man.
@gonzalosanchez8162
@gonzalosanchez8162 4 месяца назад
So no quads?🫤
@codernunk
@codernunk 4 месяца назад
This is one scenario where triangles are actually recommended. I'd have to experiment and see if there's a quads only solution, but having some triangles here and there isn't as bad as some may have you believe.
@gonzalosanchez8162
@gonzalosanchez8162 4 месяца назад
@codernunk personally, I hate triangles since in my experience they can actually can bring problems down the line. Say you want to smooth the mesh, or add a ring loop and it happens to intersect a triangle. You can end up with some seriously bad topology later if you're not extra careful. I think it's worth it to adapt the mesh so it's only quads, but as I said, it's just my opinion. Cool video tho
@codernunk
@codernunk 4 месяца назад
@@gonzalosanchez8162 Yeah, and that's my understanding as to why triangles are generally avoided. I think it's best to apply what I have here if you REALLY want to make your mesh more optimized, but I feel that you can still get good deformation even with quads only. Thanks for the info!
@RadarLeon
@RadarLeon 4 месяца назад
​@@codernunkit's also due to lighting and shadows triangles often cause artifacts hiding triangles or finding work arounds takes alot of practice.
@avatarxs9377
@avatarxs9377 3 месяца назад
@@gonzalosanchez8162 game assets are converted by engine to triangles anyway.
@relentless4843
@relentless4843 3 месяца назад
Seen this graph of topology in multiple videos, yet this is the only one who explains it so clearly. Saving it to my blender playlist, thanks for the helpful tips and advice.
@codernunk
@codernunk 3 месяца назад
Of course!
@visiblydisturbed1688
@visiblydisturbed1688 4 месяца назад
Topology is the bane of my existence
@codernunk
@codernunk 4 месяца назад
Same. But I came to realize I don't think it's as big as a deal as you may think.
@visiblydisturbed1688
@visiblydisturbed1688 4 месяца назад
@@codernunk Oh it's not, it's just in my top 10 things I don't want to deal with in blender.
@codernunk
@codernunk 4 месяца назад
@@visiblydisturbed1688 Now that is understandable.
@ArcangelZero7
@ArcangelZero7 3 дня назад
​@@codernunk Sooo true. I think there's a gargantuan wall between "Learning sound topology fundamentals" and "Realizing what you can get away with while suffering near-zero quality loss, so you can maintain your sanity and do something other than topology."
@kenonerboy
@kenonerboy 4 месяца назад
Well done looking into topology. Massive improvement!!🎉🎉
@codernunk
@codernunk 4 месяца назад
Thank you! I appreciate that you have been helping out on other videos with the advice.
@destproductions9094
@destproductions9094 4 месяца назад
How do you get the inset so round? I'm seriously confused, because when I inset a face it's mostly hard straight edges.
@codernunk
@codernunk 4 месяца назад
I believe I may have used the Smooth Vertices tool somewhere in this process. It should be under Vertex > Smooth Vertices. You can also manually move the points in a bit to make them look smoother.
@destproductions9094
@destproductions9094 4 месяца назад
@@codernunkCool, thanks! Have never heard of this mechanic before.​
@user-ro1cc8tz6d
@user-ro1cc8tz6d 4 месяца назад
he uses subdivision modifier but doesn't apply
@roomyisred
@roomyisred 4 месяца назад
We still must stay focused brothers
@codernunk
@codernunk 4 месяца назад
🤣😂🤣
@Tomyall4GD
@Tomyall4GD 4 месяца назад
shawty's THICC
@Tomyall4GD
@Tomyall4GD 4 месяца назад
Shawty's THICK
@CoolNoQuestionMark
@CoolNoQuestionMark 4 месяца назад
Anime fans trying not to be porn addicts challenge (IMPOSSIBLE(
@Duke-lx5xf
@Duke-lx5xf 4 месяца назад
​@@CoolNoQuestionMark Imma stick my arm up your ass elbow deep
@takezosensei
@takezosensei Месяц назад
Thanks! I have been longing for someone to put this type of tutorials on yt...
@codernunk
@codernunk Месяц назад
Glad I could help!
@SwordTune
@SwordTune 4 месяца назад
Just simulate 100% accurate anatomy.
@cryingwatercolours
@cryingwatercolours 4 месяца назад
i think the Life By You devs at Paradox could REALLY use this tip
@RoboThePanda
@RoboThePanda Месяц назад
one thing that you missed is that the triangle cuts should be in the middle of the knee looking at them from the side. that way they lend into the deformations in a more natural way and don’t only give extra geometry to the knee cap. the whole front of the knee area should have a geometry buffer while the back has the opposite, again with the transition between the regular and buffered geometry in the middle of the knee/leg
@codernunk
@codernunk Месяц назад
Interesting. The references I used had it going the way I showed. I suppose either could work, though.
@codernunk
@codernunk 4 месяца назад
Thanks for watching! If you want some more information while I finish up the full tutorial, check out the written guide on my website (if you like that style): codernunk.com/tutorials/complete-3d-character-guide/
@hans3079
@hans3079 4 месяца назад
long ago, I was taught that triangle shaped polygon is something to avoid especially if it's for animation. Is it actually used that often? Or useable under some conditions?
@codernunk
@codernunk 4 месяца назад
As far as I am aware, triangles are typically avoided because it makes it harder to edit your mode (ex. via loop cuts). From my experience though, I think this is a bit overblown, as triangles sometimes are advantageous for reducing poly counts and for consolidating down to a predictable number of vertices on a loop. For example, if I have 11 vertices around my neck, it's a lot nicer to use a triangle to cut one off so I have ten vertices when working down to the body. That being said, quads are much easier to work with, and I recommend doing the best you can to use them as much as possible. However, using triangles here and there may be necessary and it's not a big deal if you have to use them.
@Pennyfalke1
@Pennyfalke1 4 месяца назад
Bro, how did you weight painted so clean? are there any tricks you can teach us?
@codernunk
@codernunk 4 месяца назад
You know, it's funny because I did not really put in that much effort with the weight painting at all. Rather than selecting the whole model and the skeleton and applying automatic weights, I applied the automatic weights one by one for each bone so I had more control over which bones influence which parts of the model. I'll explain it more in the complete guide once I release it. I also should be making a weight painting short down the line.
@FriskMeemur
@FriskMeemur 3 дня назад
This is also why in super Mario 64, Mario's model is made of multiple parts. Because they hadn't quite figured out how to do this efficiently yet
@SaltSpirits
@SaltSpirits 4 дня назад
Nobody is gonna notice the moment the topology lines are gone, just saying. You’re not watching the model’s movement, you’re watching the topology, it’s the only reason your brain notices a real difference. Nobody is looking close enough for it to matter in practical applications.
@Howlhaveheart
@Howlhaveheart 4 месяца назад
Is this advice still good for Maya??
@codernunk
@codernunk 4 месяца назад
Besides the shortcut keys and the tools I used being different, the topology advice should still work just fine in Maya!
@carbonanimationproductions6537
@carbonanimationproductions6537 Месяц назад
Needed this! My clients are gonna love this
@codernunk
@codernunk Месяц назад
Awesome! Glad it's helping you for client work
@heavyflamerheresy2581
@heavyflamerheresy2581 4 месяца назад
Bro joints are like that to in real life, they arent just a round cylinder
@theominouspigeon
@theominouspigeon 4 месяца назад
there are three types of comments:
@deathcatthor
@deathcatthor 4 месяца назад
What is this characters name?
@codernunk
@codernunk 4 месяца назад
Her name is Kaila (ky-luh). She's one of my original characters for the game I'm making
@challengemaster4660
@challengemaster4660 Месяц назад
Me using blockbench: topology? I wish
@dertobbe1176
@dertobbe1176 Месяц назад
The back side of the knee looks worse when it's bend. Front side wasnt such bad
@Smash_ter
@Smash_ter Месяц назад
Sometimes less is more, especially with topology
@codernunk
@codernunk Месяц назад
Certainly. While this is an optimization, it's not always necessary to overdo it. Most of the time you'll be splitting hairs trying to reduce vertex counts when in reality there's much bigger issues.
@nicreven
@nicreven 4 месяца назад
Writing a comment so I could be reminded of this if anyone replies
@enderking6904
@enderking6904 4 месяца назад
Where was this 2 months ago ;0;
@codernunk
@codernunk 4 месяца назад
I got smarter I think 😂
@blaqluster
@blaqluster Месяц назад
Such a quick and important tutorial!
@owene2530
@owene2530 5 дней назад
Idk if its just me but both knees look bad
@CrackyCreates
@CrackyCreates 2 месяца назад
one, two, three... vertices Im gonna start tweaking
@77phyre
@77phyre 4 месяца назад
I am commenting to remember tip. Thank you!
@codernunk
@codernunk 4 месяца назад
No problem!
@Huberchet
@Huberchet 4 месяца назад
i am too afraid to add more tris to topology because i know i'll have to edit it
@codernunk
@codernunk 4 месяца назад
Yeah, that's totally understandable. It may be best to make these changes when you're more confident that you are done with the model.
@Frisk_fresco
@Frisk_fresco 2 месяца назад
As a roblox animator i see this is a absolutely win
@vukkumsp
@vukkumsp 4 месяца назад
Interesting, I never thought about why topology is different at joints for 3D models.
@codernunk
@codernunk 4 месяца назад
Yeah, I learned this not too long ago actually
@slickricky769
@slickricky769 4 месяца назад
Hi I’ve seen many of these tips and tricks videos on RU-vid, you’re one of the first that I’ve seen that actually knows what they’re talking about! Well done hopefully more people follow you
@codernunk
@codernunk 4 месяца назад
Thanks so much! Honestly, I wasn't sure if I had it down or not, but I made the video anyway. Thought I'd share how I understood it.
@vahid9749
@vahid9749 11 дней назад
buddy i want to ask, when you add amateur, do you prefer the "preserve volume" to turn on or turn off?
@codernunk
@codernunk 10 дней назад
I typically do not use "preserve volume" (as it's unchecked by default), but you could certainly try it out. It's mostly a matter of preference, but you can leave it unchecked to be on the safe side.
@sethbettwieser
@sethbettwieser 4 месяца назад
So you're saying to make realistic joints, we should actually bother modeling the joint.
@codernunk
@codernunk 4 месяца назад
Sadly, yes. However, it's up to you how much detail you want in your models.
@rave400v6
@rave400v6 4 месяца назад
My brain keeps getting fried with these new tips but I'm not giving up. 😵‍💫
@codernunk
@codernunk 4 месяца назад
You got this!
@matslarsson5988
@matslarsson5988 18 дней назад
THIS is what I want AI to get rid of!!! Not me creating stuff.
@codernunk
@codernunk 18 дней назад
AI retopology would be a dream. I am not aware of any tool that does that yet, but honestly that would be a great use case of the technology.
@TwiliPaladin
@TwiliPaladin 4 месяца назад
Commenting so RU-vid knows to recommend this channel to me more.
@codernunk
@codernunk 4 месяца назад
Thank you!
@Quantumsaber
@Quantumsaber 4 месяца назад
No I've never wondered that
@jbdh6510
@jbdh6510 2 месяца назад
You can do this without tris
@XionSteel
@XionSteel 4 месяца назад
Basically you are adding in actual features of the human body which in hindsight functions as intended lol.
@codernunk
@codernunk 4 месяца назад
Yep, knees gotta bend like knees haha
@yuryloveyko2958
@yuryloveyko2958 3 месяца назад
Is this one of the rare cases where triangular topology is viable for a mostly quad model?
@codernunk
@codernunk 3 месяца назад
I would say so. It helps save some polygons and also helps with the deformation specifically.
@jakecarter1264
@jakecarter1264 Месяц назад
Sorry I wasn’t listening to the first bit, so why are we making knee pads?
@codernunk
@codernunk Месяц назад
Watch it as many times as you need 😀
@halvsketchy9293
@halvsketchy9293 4 месяца назад
Adding this in its own playlist for me to rewatch when the time comes. Thank you, this will come in handy👏
@codernunk
@codernunk 4 месяца назад
Glad this can be helpful for you!
@k.vgaming9028
@k.vgaming9028 4 месяца назад
Do you think clothes should also have this topology? I mean, this helps to make the bending more organic. But if it's clothes, which aren't organic, is it nesessary to add this?
@codernunk
@codernunk 4 месяца назад
It depends. For clothing like shirts and jackets that are form fitted, I would still use this topology. For armor, it would be different because it doesn't bend the same way
@k.vgaming9028
@k.vgaming9028 4 месяца назад
So something like oversized hoodie which aren"t form fit, you wouldn't use this topology?
@codernunk
@codernunk 4 месяца назад
I think the best way to answer this question is whether or not you would want the clothing to deform. Since it's a hoodie, it's likely you will want the arms to bend. In that case, I would still recommend having this topology. It may be a bit awkward, but as long as you place it where the bones intersect it should work.
@k.vgaming9028
@k.vgaming9028 4 месяца назад
@@codernunk alright then, thanks fam!
@IceForgeOfficial
@IceForgeOfficial 4 месяца назад
These are amazing tips!! Top tier! Thanks for sharing this!!
@codernunk
@codernunk 4 месяца назад
You're so welcome!
@kazii_the_avali
@kazii_the_avali 3 месяца назад
nice. a little late but nice. i am going for a more n64 style so i dont mind jank.
@codernunk
@codernunk 3 месяца назад
Nice. I respect that.
@gramfero
@gramfero 4 месяца назад
b-but i was told that having any triangles at all in my model will ruin it and cause the earth to blow up!
@codernunk
@codernunk 4 месяца назад
Is that... sarcasm? In all seriousness, it's cool to use triangles in some places, and it's actually ideal. Using quads most of the time is the goal but isn't always necessary
@chlorhexidine2506
@chlorhexidine2506 4 месяца назад
ngons
@berborse4046
@berborse4046 2 месяца назад
I've spent most of my day trying to figure out retopology and it aint looking good for my monster 😭 I don't know how to blend! The tutorial that I found shows you how to quickly slap down some reto but not why you'd want to do it or how to do it good. He also did it on a dragon bust while I'm doing a whole big bastard with lots of crevices.
@EGGYNOODLESOUP
@EGGYNOODLESOUP 4 месяца назад
Why do you have 2 meshs ? Is on the model and other skeleton? I dont know much
@codernunk
@codernunk 4 месяца назад
Just curious, are you referring to the part where I show the two different topologies? It's actually all just one mesh - I edited one of them just to make visual (for educational purposes).
@BUTTERFLY-bz8zm
@BUTTERFLY-bz8zm 2 месяца назад
should the same be applied to fingers?
@codernunk
@codernunk 2 месяца назад
You can apply it to the fingers, but I don't think it's super necessary. A couple loop cuts around the joints will be just fine.
@veryrealperson3694
@veryrealperson3694 4 месяца назад
So basically you make your knees, into knees
@codernunk
@codernunk 4 месяца назад
Yep
@Hp_Flame
@Hp_Flame 2 месяца назад
Bet
@jasonruff1270
@jasonruff1270 2 месяца назад
0:01
@mauriceherbrata437
@mauriceherbrata437 4 месяца назад
Is that chocho akimichi?
@codernunk
@codernunk 4 месяца назад
It's actually an original character I'm making for my game
@justamatchstick7535
@justamatchstick7535 4 месяца назад
​@@codernunkbut seriously, why would she be chubby? she didn't look like she lives in cold environment like mei from overwatch.
@codernunk
@codernunk 4 месяца назад
@@justamatchstick7535 There's actually a few reasons for the design to be this way: 1) She actually does come from a colder climate, even if she's not currently in one. 2) She's highly insecure about herself, especially her body (she has been made fun of growing up a lot for it) 3) I wanted to make her body a bit more believable than just being really skinny with large breasts. So I settled on something like this. That being said, I'm still very much in early stages, so things are subject to change.
@TaigiTWeseFormosanDiplomat
@TaigiTWeseFormosanDiplomat 4 месяца назад
🎉🎉🎉
@ruki4929
@ruki4929 Месяц назад
The set up aint thr hard part: the hard part is not being left with triangles afterwards.
@codernunk
@codernunk Месяц назад
Triangles aren't always a sin, but I can understand how they may be annoying to work with. Instead of making the knife cuts I did in the tutorial, you can add a loop cut on each side of the middle cut, and just make them very close together. It should achieve a similar result.
@ruki4929
@ruki4929 Месяц назад
@@codernunk honestly it's just my 3d teachers who kept telling me no triangles, so it's kinda ingrained in my head now lol
@Lilly_PK
@Lilly_PK 4 месяца назад
but the triangles
@codernunk
@codernunk 4 месяца назад
Using triangles is actually advantageous in some scenarios, including this one. Typically, you want to use quads as much as possible to make modeling easier, but it's not always a bad thing to use some triangles to consolidate vertex counts or for scenarios such as making joints.
@FullCaber
@FullCaber 3 месяца назад
how did u mate it circular shape
@codernunk
@codernunk 3 месяца назад
When I made the original inset on the knee, I smoothed the vertices around it afterwards. You can find the Smooth Vertices option in Vertex > Smooth Vertices in Edit Mode.
@dorianmoreno5517
@dorianmoreno5517 Месяц назад
Damn, she sure has the bakery.
@codernunk
@codernunk Месяц назад
I brought the cake to Blender tutorials :D
@J0_mcgieee
@J0_mcgieee 4 месяца назад
On the contrary, no. I've never ever wondered that.
@RED01SEA
@RED01SEA 4 месяца назад
I dont even see the difference
@codernunk
@codernunk 4 месяца назад
I didn't do the best job weight painting so I can understand that. It's pretty subtle, but the part behind the knee should collapse onto itself and look a bit better. Plus the extra inset on the knee allows it to appear rounder.
@dingdongspaghetti
@dingdongspaghetti 3 месяца назад
"ah yes, of course" -me (I've never modeled a 3d asset in my life)
@codernunk
@codernunk 3 месяца назад
This seems to happen a lot with Shorts. Thanks for watching and commenting, though!
@dingdongspaghetti
@dingdongspaghetti 3 месяца назад
no prob, i dropped a like too, I am starting my journey into game dev so I'm sure I will refer back to this at some point
@codernunk
@codernunk 3 месяца назад
@@dingdongspaghetti I appreciate it!
@mcbill7352
@mcbill7352 4 месяца назад
When you are first to fall asleep at the sleepover
@JackabeeT
@JackabeeT Месяц назад
Can you do this without using any triangles?
@codernunk
@codernunk Месяц назад
I believe you can, but it won't have the exact same effect. The single cut behind the leg helps more with the bend than having multiple, but you could in theory make three loop cuts and connect them from the front rather than making the triangle cut.
@JackabeeT
@JackabeeT Месяц назад
@codernunk thanks for the reply! That makes sense. I just have a weird fear of triangles in my meshes, like it makes me think I've done something wrong lol
@codernunk
@codernunk Месяц назад
@@JackabeeT Not at all! For the most part, you can model anything without triangles. It's just that over time, I've become comfortable with using triangles, so don't feel bad trying to avoid them. Another thing you can try is to move the loop cuts behind the knee much closer together, so you get a similar effect. It's pretty common in modeling to use extra loop cuts close together to create sharper edges on a subdivided model, so it may help to get the bend you're looking for.
@jakubgrzybek6181
@jakubgrzybek6181 3 месяца назад
I never considered that for shoulders... game changer
@codernunk
@codernunk 3 месяца назад
Glad this was helpful!
@jannesvandenboogaert6689
@jannesvandenboogaert6689 4 месяца назад
Bending kneecaps, my favorites
@codernunk
@codernunk 4 месяца назад
Yep, one of my favorite things too!
@PandaSlothProductions
@PandaSlothProductions Месяц назад
I understand none of this, but at the same time it makes so much sense
@codernunk
@codernunk Месяц назад
Exactly my thoughts when learning it the first time.
@JacobdelaRosa
@JacobdelaRosa 4 месяца назад
Whelp no I gotta rebuild my base mesh this is too awesome not to try
@codernunk
@codernunk 4 месяца назад
Just make sure to make a backup just in case!
@gentrywalker
@gentrywalker 4 месяца назад
love the positivity in this comment section.
@codernunk
@codernunk 4 месяца назад
Cannot agree more. It's always a great thing to see.
@Azra_Fox
@Azra_Fox 4 месяца назад
I am spotting a TRIANGLE
@codernunk
@codernunk 4 месяца назад
You actually don't need to avoid triangles at all costs. Typically, tutorials will recommend not using them because quads are much easier to work with. However, this is a case where triangles will be valuable, since it helps reduce the overall poly count and you are unlikely to modify this area further with loop cuts.
@francez123456789
@francez123456789 4 месяца назад
I wish i could save shorts to playlists
@codernunk
@codernunk 4 месяца назад
I believe you can if you watch them outside the Shorts viewer. If you watch the Short in the normal RU-vid video viewer you should be able to. For example, this video can be accessed in the main player here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-JI3G3OElRmo.html
@Now_Time_For_Science
@Now_Time_For_Science 4 месяца назад
What is Tope-ology? 😂😂😂
@codernunk
@codernunk 4 месяца назад
You know, I just now looked up how to pronounce it correctly and have been proven wrong. Apologies for that.
@marianmarian8882
@marianmarian8882 4 месяца назад
thank you for the tip, is very useful
@codernunk
@codernunk 4 месяца назад
No problem! Hope it helps!
@zeemilios9327
@zeemilios9327 4 месяца назад
I was always told to stay away from tris, and 5-poles when it comes to a rigged mesh. I suppose this is an exception? Have any further resources I could follow for these kinds of stuff? Definitly worth a sub already
@codernunk
@codernunk 4 месяца назад
As far as I know, quads are usually recommended for ease of use while modeling. Triangles can be valuable though to help reduce poly counts or for certain areas. This is one of those cases because even when the mesh is rigged, it helps with the deformation. The downside here is that it'll be harder to add additional loop cuts down the leg with the triangles here, but I recommend adding this near the end of the modeling process anyway.
@JTHECOMENTER
@JTHECOMENTER 4 месяца назад
But that creates a trid
@codernunk
@codernunk 4 месяца назад
Using triangles isn't the end of the world. I believe the reason why quads are recommended is because they are much easier to work with (for loop cuts, extrusions, etc.). Using triangles strategically can actually be a good thing, but keep in mind that making any adjustments to the knee/joint areas will be a bit more difficult.
@asain101g7
@asain101g7 Месяц назад
Finally, it makes sense!
@codernunk
@codernunk Месяц назад
Eureka!
@Oretal
@Oretal 4 месяца назад
Baller, Thank you!!!!
@codernunk
@codernunk 4 месяца назад
You bet!
@hoshigamesofficial
@hoshigamesofficial 4 месяца назад
I can feel the knowledge..!
@codernunk
@codernunk 4 месяца назад
Knowledge is power!
@tomv1741
@tomv1741 4 месяца назад
Very useful tip 😊
@codernunk
@codernunk 4 месяца назад
Glad you think so!
@alosreal
@alosreal 4 месяца назад
The nee...nee...nee
@codernunk
@codernunk 4 месяца назад
I KNEED it!
@klocuchy
@klocuchy 4 месяца назад
Nice, thx
@codernunk
@codernunk 4 месяца назад
No problem!
@abokoblin2156
@abokoblin2156 4 месяца назад
Gyattttt
@pxrposewithnopurpose5801
@pxrposewithnopurpose5801 Месяц назад
I already spent my arms and legs 😭 i am writing this using my third leg 🦵🏻
@codernunk
@codernunk Месяц назад
You may want to get that checked 🤣
@Una_Mona
@Una_Mona 4 месяца назад
Super beginner here, how to do an inset
@codernunk
@codernunk 4 месяца назад
The inset can be done by pressing the I key, and then you can drag the mouse to change the size of the inset. Left click to confirm or right click to cancel. You can also get something that resembles an inset by selecting the faces, pressing E to extrude and then S to scale in. Hope this helps!
@Una_Mona
@Una_Mona 4 месяца назад
@@codernunk thank you!
@Duke-lx5xf
@Duke-lx5xf 4 месяца назад
No never
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