The tutorial is great and I practiced it myself however as I tried the upper part I had some challenges, so please kindly make a conclusion video for the upper part of the bottle ❤ please do 🙏
Your training is excellent, I am a content producer, can you tell me what software you use for the record screen that shows every key pressed on the keyboard?
Or you could texture it to have the black section and not need the extra polys :P I'm teasing though. Good video. It's just funny how many artists think to model all the details these days.
I mean, if I'm making a Model for a Commercial or a Movie there wouldn't really be the need to optimize my polycount as that doesn't really affect render time. Generally, if u model something in that field u would want to have everything as a separate part that is a separate part in real life.
Generally, no. He got lucky here because u can't really see it, but these kinds of triangles can make your mesh look very bad very fast. For a portfolio piece you should absolutely avoid these kinds of things
@@FranzGu okay so how to fix that especially in those slanted curves? I saw he fixed a bunch of triangles but not some which are meeting the edge of the downward curve.
@KabeeshS its kinda hard to explain in a commend, but there are multiple ways of fixing it. U could use a triangle that is made out of three quads with a vertex in the middle. But for that, you would need double the topology, and it would mess up your quad flow quite a bit. Another way would be to make the quads flow around it and having a 5 sided stars at 4 corners.
if you cant see them don't fix them its generally just a waste of time. There's this whole good Topology debate. The reality is generally try to have decent topology because it makes your life easier. But don't do un necessary work for the sake of good topology. Ask your self simple questions does it deform? Yes - then generally do all quads and properly position polls. No - Don't really worry about it unless the triangle or ngon effects the shading A sub division modifier like in the video converts everything to quads anyways. When you import a model into a game engine it converts everything to triangles. Using all quads is preferred because its easy on our brains and makes selecting loops easier and generally working easier. However when it comes to production It depends on what your trying to do, An organic character is generally all quads but you can hide triangles in key locations just to save time. This is because the characters going to bend or twist in movement. Where something like a gun really doesn't matter if its all triangles. But triangles on the curved surfaces of a gun perhaps can cause shading issues but if you push all your triangles/ Bad topology to flat areas its irrelevant. But a lot of it depends on where your working and what instructions your given in a working environment speed is key. So unless your specifically requested to make an all quad mesh don't get hyper fixated on it focus on the result. As a beginner though its a good thing to understand so as your learning if you come across an area of a model your working on. That your struggling with topology is a good idea to learn how to fix it even if you save it as a separate thing to figure out later. But once you know and are experienced, its better to put good topology where needed and not to stress about topology unless its required. All people care about in reality is does it look good and is the topology good for the task its being used for.
now turn on matcap with strips and see how weak your shading is. because you've destroyed vertical edges position and have no enough geometry for that shape
It is only visual representation of model which we use for media and advertising and animations. When it comes to designing for industry in order to produce the product there are CAD programs which you can create with math