Mastering 3D Modeling: Top 5 Topology Mistakes to Avoid

Since I've taught 3D art, one thing that never changes is the mistakes we make when first learning modeling and topology. For years, I’ve seen repeated mistakes for both Sub-D and Low Poly modeling. So today, I'm going to show you the 5 most common topology mistakes, how to fix them, and a modeling tip that changed the way I approached 3d Modeling!
To support my channel: / onmars3d
Professional Website: onmars3d.com/
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Artstation: www.artstation.com/onmars3d
Instagram: / onmars3d
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Richard Bryce Gore | @RBGorePD
www.artstation.com/rbgore
Purchase Mass Effect 3D Models: www.artstation.com/a/32055145
Bruno Fonseca:
www.artstation.com/brunogf13
Purchase Models: sketchfab.com/Bruno.Fonseca1
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Software used in Tutorial:
Blender 3.5
Maya 2023.2
Substance Painter 8.3.2
#blender #3dmodeling #3dart
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Table of Contents
0:00 Introduction
0:17 Mistake 1: NOT Localizing Topology
1:21 Mistake 2: NOT Protecting Extrusions
1:59 Mistake 3: Avoiding nGons and Tris
5:14 Bonus Tip
5:32 Mistake 4: Edge Density
6:15 RANT Polycount
8:01 Mistake 5: Modeling ALL details in base model
9:13 Wrap Up
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Sources:
The Dark Crystal: Age of Resistance | Animation VFX Breakdown | DNEG
• The Dark Crystal: Age ...
Venom: Let There Be Carnage | VFX Breakdown Reel | DNEG
• Venom: Let There Be Ca...
Character Rigging & Cinematic Animation in God of War with Erica Pinto & Axel Grossman
• Character Rigging & Ci...
How to create exact and technical topology workflow for the Blizzard animators
• How to create exact an...
Sub Division Paper
graphics.pixar.com/library/Ge...
Tim Bergholz | @ChamferZone | www.artstation.com/andrewhodgson
Andrew Hodgson | @AndrewHodgson3D | www.artstation.com/andrewhodgson
Nikolay | @SpeedChar | www.artstation.com/nikoto

Пікірлер: 201

  • @OnMars3D
    @OnMars3D7 ай бұрын

    Check out my Patreon/KZread Membership for all my project files, 3d models, bonus videos, Discord and more or just to support this channel 🙂 www.patreon.com/OnMars3D

  • @tehprimelime1063

    @tehprimelime1063

    7 ай бұрын

    After taking a 5+ year break from 3D modelling to look after my mom I'm so happy to see these principals still in place and taught by lovely people like yourself. Keep up the great work and great to see how far you've come Mars!

  • @OnMars3D

    @OnMars3D

    7 ай бұрын

    Thank you, it's been a fun process!

  • @user-eu4fz4vl7u

    @user-eu4fz4vl7u

    6 ай бұрын

    Can somebody explain the last tip?? U subd first - apply it, then add geometry and subd again?

  • @davexmit
    @davexmit7 ай бұрын

    I love the 'base -> subdiv -> details' tip. Makes so much sense!

  • @OnMars3D

    @OnMars3D

    7 ай бұрын

    Glad it helped!

  • @valenalvarez3267

    @valenalvarez3267

    7 ай бұрын

    really helpful advice!

  • @JamesSmith-ix5jd

    @JamesSmith-ix5jd

    6 ай бұрын

    How do you add details to the subdivided surface? By dragging faces around? Or selection masks with falloff?

  • @MBearr1221

    @MBearr1221

    6 ай бұрын

    ​@@JamesSmith-ix5jdI came here for an answer to this question as well and it seems no one has an answer, at least, not in the last 12 days haha. Maybe everyone else already knows how to add details to the subD mesh? My guess is to apply SubD in Blender and then add details, but then you can't go back to low poly... Idk

  • @user-eu4fz4vl7u

    @user-eu4fz4vl7u

    5 ай бұрын

    @@JamesSmith-ix5jd same shit. Why they dont unswer?))

  • @lawebley
    @lawebley7 ай бұрын

    I'm not much of a commenter in general, but the sheer quality and value of your content is absolutely incredible. The approach is always clear and the workflows are just excellent all round. Thankyou for your effort, sincerity and passion.

  • @OnMars3D

    @OnMars3D

    7 ай бұрын

    Appreciate the kind words, thank you!

  • @Doubleaa500

    @Doubleaa500

    3 ай бұрын

    You definitely give enough information on each topic where it fufills any concerns without going into unecessary explaining or bringing in other side topics to confuse with!!@@OnMars3D

  • @Real_MisterSir
    @Real_MisterSir6 ай бұрын

    The last tip is something I use frequently when I 3D model cars, where clean reflections are paramount. Making sure all the large surfaces are perfect before considering fine details - and then post smoothing you work manually on those details. This is why it's important to not just learn high-poly or low-poly. You can benefit greatly from practicing both. They compliment each other, and understanding polygonal detail work through low-poly workflow is highly beneficial for high-poly projects when it's time to add the fine details without relying on smoothing them artificially.

  • @opalstudios
    @opalstudios7 ай бұрын

    I'm learning hard-surface and SubD modeling at the moment, and that last tip was huge. I kept beating my head against a wall trying to add details to my unsubdivided mesh, which was leading to tons of later shading issues and unnecessary topology. Working to the main form, then working smaller is a game changer. Thank you so much!

  • @nluan711
    @nluan7116 ай бұрын

    What you said in the video is basically what my 3D modeling instructor said this morning. I'm so glad newbies like me have people like you or my instructor.

  • @cyborganic
    @cyborganic5 ай бұрын

    Thanks for the tips helping out beginners!

  • @sitrixs9409
    @sitrixs94096 ай бұрын

    Thank you for your time making this video, I have started to journey of 3D modeling and felt pretty much stuck with the exact issues you have presented. Especially the fifth, no sub-d application until the model is done.

  • @alexschmidt1114
    @alexschmidt11146 ай бұрын

    That last tip!!! SO simple yet never passed my mind, thanks man good video

  • @giovannesouza6870
    @giovannesouza68707 ай бұрын

    Yeah, I have the same reaction as you did when I discovered (with you) about the details over the subdivided mesh, and not the base mesh. I always did like you did before: trying hard to put everything in the base mesh, trying to do in the most clean and low poly way as possible. This gave me headaches in some models, Jesus! I discovered about this watching your Datsun videos that you showed now in this video (trying to model a Miata Mx5, and doing well untill now). If I get enough time to end the model, I'll try to show to you, because your videos was part of the entire process. I work in 3D industry for a decade, but in Archviz area. Usually, we don't need to model too much, we model simple things. The more complex models are specifc furnitures, but it's way easier than a car, for example. Furniture is usually handmade, and it's not very precise, sometimes we model without blueprints with just one terrible perspective photo, it's small. But with car, I can step up my modelling skill. Try to get precise highlights that goes through the entire car body is way harder. But it was a happy moment when I achieve a great result, like all the references that I got. Anyway. Great content, your channel is awesome!

  • @OnMars3D

    @OnMars3D

    7 ай бұрын

    Thank you, much appreciated!

  • @The_Curious_Ra.ke01

    @The_Curious_Ra.ke01

    7 ай бұрын

    I also had same reaction. I also try to put all details in base mesh mess and then apply subdivision. But final advice is really eye opening.

  • @ChristopherBurress

    @ChristopherBurress

    5 ай бұрын

    So is the subd applied to the object then you go back into to add the details?

  • @sibaprasadlenka1259

    @sibaprasadlenka1259

    5 ай бұрын

    ​@@The_Curious_Ra.ke01after adding the details what next?? Agn applying subd right? If we don't apply the subd after detailing then the details we added later in the subd mesh there border n edges will remain hard and not smooth.. So i m asking.. Kindly answer it will help...

  • @Mr2e2e2e2
    @Mr2e2e2e27 ай бұрын

    👏👏👏Great Video! Essential and straight to the point!

  • @validol696
    @validol6966 ай бұрын

    Thanks a lot! It's look like simple issues, but so difficult to figured out for myself. Subscribed.

  • @user-pb4ol7qq3r
    @user-pb4ol7qq3r5 ай бұрын

    Thank you very much for your videos!

  • @derekadair5320
    @derekadair53205 ай бұрын

    Rare practical advice aimed at serious 3d modelers. I very much like the context you give this video and plan to dive into your content. Thank you for sharing.

  • @user-io8wl1wz7r
    @user-io8wl1wz7r7 ай бұрын

    Hey Aunmar, I just wanted to thank you for your educative content that helped me land my first internship in the game industry as a vehicle artist. Your Datsun series taught me a lot. Thank you

  • @OnMars3D

    @OnMars3D

    7 ай бұрын

    That's really awesome, glad to help!!

  • @helgemaus1090
    @helgemaus10903 ай бұрын

    Wow, that was really useful. Thanks a lot!

  • @The_Curious_Ra.ke01
    @The_Curious_Ra.ke017 ай бұрын

    Last advice is really eye opening. I never thought to add details after subdivision. I always try hard to put all details in base mess and then apply subdivision.

  • @shreyaskhambhayata7715
    @shreyaskhambhayata77157 ай бұрын

    Awesome video man!

  • @BVCStudios
    @BVCStudios7 ай бұрын

    Phenomenal advice, 100%

  • @seankennedy4548
    @seankennedy45487 ай бұрын

    Excellent advice

  • @maxleveladventures
    @maxleveladventures6 ай бұрын

    That last tip was a realization I had about a year ago while also working on car model. The only downside is that you better be pretty certain you don’t need to make any super low frequency changes to the shape, or you may end up doing retopo sooner than you planned 😅 Solid tips! I’m definitely going to check out the artists mentioned in the video.

  • @LuiNogueira
    @LuiNogueira6 ай бұрын

    awesome tips

  • @DK_Krieg
    @DK_Krieg6 ай бұрын

    The tip number 5 just changed my life. OMG man that's really amazing

  • @andresrodriguez2343
    @andresrodriguez23435 ай бұрын

    Why wasn’t I taught these in my classes? Welp anyway at least the world has people like you

  • @OnMars3D

    @OnMars3D

    5 ай бұрын

    Appreciate it!

  • @atk1152
    @atk11525 ай бұрын

    the way how i deal with tri and Ngon is treat it like art picture if it isn't in the focus view don't put too much paint on it, if the tri or Ngon in an area that isn't affect by the bone riging and edge leave it be could save your sanity and polycount

  • @nicolaizafra9705
    @nicolaizafra97057 ай бұрын

    This is a good refresher sir thank you!

  • @OnMars3D

    @OnMars3D

    7 ай бұрын

    Glad it was helpful!

  • @artbybruno1734
    @artbybruno17347 ай бұрын

    Great video and excellent points. I can see it takes time and effort to put something like this together. So, congrats! Thanks for the mention also! ☺🤙

  • @OnMars3D

    @OnMars3D

    7 ай бұрын

    Thanks Bruno, appreciate your models as well!

  • @ars3849
    @ars38492 ай бұрын

    Great video

  • @simonstory29
    @simonstory295 ай бұрын

    Really helpfull, cheers.

  • @OnMars3D

    @OnMars3D

    5 ай бұрын

    Glad it helped

  • @shynnobi
    @shynnobi7 ай бұрын

    Thanks for the video! It’s super helpful, the mistake 5 blew my mind as well 😮😮 I’ll definitely change the way I do subd modeling

  • @OnMars3D

    @OnMars3D

    7 ай бұрын

    Glad to hear that!

  • @hectorescobar9450
    @hectorescobar94505 ай бұрын

    That last tip was super key for me too. Not many people talk about it

  • @andraslibal
    @andraslibal5 ай бұрын

    Looks like a very useful channel to follow.

  • @OnMars3D

    @OnMars3D

    5 ай бұрын

    Glad you think so!

  • @fahim618
    @fahim6183 ай бұрын

    woah! really? the last one was something amazing. I'm glad I watched the full video. Thank you man

  • @keithtam8859
    @keithtam88596 ай бұрын

    thank you big time!!

  • @SilasMckeeIII
    @SilasMckeeIII7 ай бұрын

    well i liked and subbed, this was great

  • @Asas_TV
    @Asas_TV6 ай бұрын

    You just blew my mind with that last tip. Jeeze. I feel like i should've realized that

  • @mohamadnaseri3759
    @mohamadnaseri37597 ай бұрын

    I'm actually at your tip 5 stage! Thanks for mentioning that

  • @randywilliams6248
    @randywilliams62487 ай бұрын

    Always a great teacher, you've come a long way since IADT!

  • @OnMars3D

    @OnMars3D

    7 ай бұрын

    I appreciate that!

  • @aizj16
    @aizj167 ай бұрын

    Because of that Artstation post, I paused and spent an hour or so to figure out how to get a clean surface topo similar to his first example. While I did eventually realize the correct way as how the senior modeler explained, I wish I simply watched the whole video instead. The devil truly is in the details.💀-1hr Also, it's crazy how you're way on point with these videos! Sets this channel apart from the rest.

  • @OnMars3D

    @OnMars3D

    7 ай бұрын

    Glad to hear it, and thanks for the kind words!

  • @rohanrazaghi1198
    @rohanrazaghi11987 ай бұрын

    man i loved your last tip it took 2 years for me to learn that LOL. your amazing

  • @OnMars3D

    @OnMars3D

    7 ай бұрын

    Glad it helped my friend!

  • @cafeiketson2653
    @cafeiketson26535 ай бұрын

    Great tips. I learned all these through trial and error except that last one. I would really love to see that last tip in action. Maybe in a KZread short 😁

  • @mus_cetiner
    @mus_cetiner6 ай бұрын

    That liast tip and support loops are really important and I do forget.

  • @myztazynizta
    @myztazynizta6 ай бұрын

    We need content specifically about number four. Many graphic designers familiar with bezier curves instinctively try to use side effects of subdivision surface to control form with as little detail as possible. When we learn that for subdivs to be used properly we need 6x or 8x more geometry before adding subdivs, we get stuck. We don't know how to work with that much geometry manually without it taking dozens of hours that we don't have.

  • @AstrayCG
    @AstrayCG7 ай бұрын

    Good video! Some extra for the tip at 8:02 though: Consider using Crease on the edges that you want to stay hard before subdividing, it prevents them from smoothing so you can still easily add the support loops around them

  • @artbybruno1734

    @artbybruno1734

    7 ай бұрын

    💯🎯

  • @OnMars3D

    @OnMars3D

    7 ай бұрын

    Thanks for the tip, hoping to cover creasing in future videos!

  • @MetalGearMk3
    @MetalGearMk36 ай бұрын

    that last tip is a game changer for me too.

  • @user-yl4lf9mh1w
    @user-yl4lf9mh1w7 ай бұрын

    the beautiful thing about proper sub-d modeling workflow is you can make a low poly model, that is also a hero quality film ready model by just adding edge loops in the right way

  • @Youshisu
    @Youshisu3 ай бұрын

    great tips, that first issue is a problem, gonna watch your tut and see if it helps avoiding whole model edge loops :D

  • @zackshaikh3011
    @zackshaikh30117 ай бұрын

    Even as an established 3d artist in the industry, it's always good to look at the basics to keep my principles in check.

  • @YahiyaJasem
    @YahiyaJasem7 ай бұрын

    Great video my man

  • @OnMars3D

    @OnMars3D

    7 ай бұрын

    Appreciate it

  • @bidibuzz7696
    @bidibuzz76967 ай бұрын

    Woaw amazing for all that, I'm a junior that just started in the vfx/animation industry and all those tips are gold mine for me, I see myself so much in your last tip ahah Thanks !

  • @Golan_Vivaldi

    @Golan_Vivaldi

    6 ай бұрын

    Congrats!! Hope your job is good!

  • @bidibuzz7696

    @bidibuzz7696

    6 ай бұрын

    @@Golan_Vivaldi Thank you ! I really love the few job I had so far !

  • @ReaperTheRager
    @ReaperTheRager7 ай бұрын

    Tri count and tri usage are definitely ones I struggle with. Also, the tip about protecting the extrusion I just did for a Sculptober piece. Not even sure why I did it but it just felt right to do. Unfortunately the tip about detailing after SubD I failed to do on that very same piece so there is a small error when it comes to a hole in a cylinder but the silhouette is fine so it worked out lol

  • @OnMars3D

    @OnMars3D

    7 ай бұрын

    All good, it's part of the learning process!

  • @ShineLine3
    @ShineLine3Ай бұрын

    Thank you, sir.

  • @OnMars3D

    @OnMars3D

    Ай бұрын

    You bet!

  • @abdullaharshak.n7870
    @abdullaharshak.n78707 ай бұрын

    Hey dude. I learned lot of modeling techniques from you. Practical explanation. Please make more content for us

  • @OnMars3D

    @OnMars3D

    7 ай бұрын

    Glad to hear it, more to come!!

  • @xbrisk8808
    @xbrisk88086 ай бұрын

    My thoughts during tips 1-4 "Ok, ok, i know that, ok". listens to tip number 5 *Mind blown*. This is why I love watching tips and trick videos, there is always something new to learn:D

  • @playcebovision5319
    @playcebovision53197 ай бұрын

    Well, this video makes me feel good about myself. I've been learning how to model and retop, and it's been a lot of trial and error, lots of restarts, and I've definitely made just about every single one of these mistakes, but I've been making them less and less and less 😭 Thank you for this video, and def will check out those game artists.

  • @OnMars3D

    @OnMars3D

    7 ай бұрын

    It's definitely a process, glad you enjoyed it!

  • @lawrencedoliveiro9104
    @lawrencedoliveiro91047 ай бұрын

    0:38 This where those misnamed “poles” (actually “extraordinary vertices”) come in. In order to have fewer edge lines in some places and more in others, you need to be able to branch them where they join. 5-verts and 3-verts are useful for this purpose.

  • @lawrencedoliveiro9104
    @lawrencedoliveiro91047 ай бұрын

    1:09 I would add one or two inset edge loops around that triangle fan. That way, when you add a subdivision surface modifier, you won’t get that weird wrinkly effect.

  • @derekadair5320
    @derekadair53205 ай бұрын

    Tip 5 is gold. As a VERY new modeler (

  • @pillargodplays160
    @pillargodplays1607 ай бұрын

    The idea of of adding details after you subdivide is breaking my brain right now haha but I’m interested to hopefully try it out in the future!

  • @OnMars3D

    @OnMars3D

    7 ай бұрын

    Give it a shot and let me know how it works out in the Discord!

  • @FlashySenap
    @FlashySenap2 ай бұрын

    My biggest problem when learning blender and Poly count is that I was making skins for a game (not at an employee, just for fun). But I have no idea what the ideal polycount should be and I kinda hoped to have a more standardized answer as I really was hoping for the model to be added to the game as they do sometimes (Steam community workshop). I decided to take some models from the game and use their polycount as a guideline. By doing that I was able to know what to aim for.

  • @msimon1984
    @msimon19846 ай бұрын

    Good video

  • @jeanpierrepolnareff9919
    @jeanpierrepolnareff99197 ай бұрын

    To follow along on that last tip, if you are making a real time 3d model/game asset you can also bake many of the details from the high poly into a low poly mesh, and you could be very surprised how much you can get away with it.

  • @OnMars3D

    @OnMars3D

    7 ай бұрын

    Yup, I talk about baking high to low earlier in the video here: kzread.info/dash/bejne/qYaE1tqylNSqpag.html

  • @sqwert654
    @sqwert6547 ай бұрын

    I used to model in Fusion360, export to 3dsMax and retopo and then create the high poly. Now I Model in a low Fusion360, copy the mesh and add all the high poly details. Export as a low detail obj , export the high as a high detail obj to bake with. The result is a triangulated low , a slight pain to UV but it has a very low vert count and high accuracy in terms of form. This workflow is also very fast.

  • @nl8345
    @nl83454 ай бұрын

    Very helpful video, even as a newbie. And I'm guessing knowing when to subd before detailing is mostly a matter of experience and practice, right?

  • @justcallmecat
    @justcallmecatАй бұрын

    I have a part on my model that I couldn't figure out how to get rid of a tri, but I decided to leave it there because it's in the middle of my character's horns, it's very small, no one would see it and it will never move

  • @nihilnihilnihil
    @nihilnihilnihil6 ай бұрын

    I don't quite understand the last tip about adding detail after subd and how that would help, any vids on the subject I can check out?

  • @Alander787
    @Alander7877 ай бұрын

    That last tip hit me the same when I found out about it while watching some tutorial. I was also like, wait we can do this? Why didnt I do this earlier and I felt like a complete dummy :D Great tips otherwise, really nicely put video

  • @OnMars3D

    @OnMars3D

    7 ай бұрын

    Definitely felt the same 😂

  • @pinnitt
    @pinnitt5 ай бұрын

    Great tutorial! One suggestion- please use higher contrast colors for your example shots. Black lines on blue is hard to see 😊

  • @OnMars3D

    @OnMars3D

    5 ай бұрын

    Noted, thanks for the suggestion!

  • @MrFrost-xh6rf
    @MrFrost-xh6rf7 ай бұрын

    Iv always added support loops around my extrusions. I didn’t know that’s a legit technique, this whole time I thought I was cheating/ doing it improperly

  • @OnMars3D

    @OnMars3D

    7 ай бұрын

    Nope, you're doing it right!

  • @bluehabs
    @bluehabs7 ай бұрын

    question for add detail in subdivided level. it's depend on the context right?, and for that case, it's for the model meant to be baked if it's not the case, the lowest subdiv still need to capture the silhouette right?

  • @DonC876
    @DonC8766 ай бұрын

    For game models you will also have to care about your uv splits, hard edges and normals in general. uv splits and hard edges will increase your vertex count and often times you will need to use face weighted normals with simple bevels to create a nice high poly like shading. But even when you're baking from highpoly, the normals in your lowpoly still matter a lot and will determine if your normal maps will give a good result and compress well. It's also important to know that very feint normal map details will quickly get crushed by texture compression and mipmapping, so sometimes it's better to exaggerate the bevels a little.

  • @DonC876

    @DonC876

    6 ай бұрын

    Also when thinking about gpu performance in regards to polycount, you should always have in mind that gpus work in blocks of 2x2 pixels generally and if they have to shade a triangle that is only one pixel small, the gpu will do the work for 3 additional pixels for nothing. So the size of the model on the screen and the target resolution are defining factors in how polycount affects performance (to a degree obviously). That's one of the big issues that Unreal Engine 5s Nanite System solves.

  • @SZ1NA_
    @SZ1NA_Ай бұрын

    Still dont understand the "use a subd and and details" part, would love a video on it!

  • @OnMars3D

    @OnMars3D

    Ай бұрын

    I've gotten this question quite a bit, I'll work on this soon!

  • @mrjuicejar_yvk
    @mrjuicejar_yvkАй бұрын

    The last tip.... the last tip just opened my third eye

  • @OnMars3D

    @OnMars3D

    Ай бұрын

    Yeah, it's a game changer!

  • @basavrajparit
    @basavrajparit27 күн бұрын

    tq

  • @adeldaryabeygi8242
    @adeldaryabeygi82426 ай бұрын

    hello and thank you for this great tutorial. i have a question : if i use quad topology and triangle topology in my 3D model, is this wrong? my 3D models are rims for marketplace and when I use the bevel modifier and select the arc option from the geometry section and miter outer section, the topology becomes n-gon and quad. that I have to triangulate them in order to correct them.

  • @adeldaryabeygi8242

    @adeldaryabeygi8242

    6 ай бұрын

    But the person who buys it can easily apply the Sub-D modifier on it so that the topology is completely quad and there will be no problem.

  • @noobandfriends2420
    @noobandfriends24207 ай бұрын

    In my self taught adventure to learn 3D modeling, I usually run into the issue with poles in tutorial videos. The #1 thing I hear is to avoid them unless necessary. When you're just learning, you have no idea what is a necessary pole or not. I saw surprised there wasn't anything mentioned here. It makes me think that at a professional level, it is obvious that poles are abundant and necessary to do any high quality modeling.

  • @LFSPharaoh

    @LFSPharaoh

    7 ай бұрын

    I don’t do any soft body stuff but I know the poles found on faces (actual faces for characters), specifically the location have been found to be the best over time. I do car modeling related stuff, and every front fender has a strategically placed pole that connects the circular, wheel part, to the flat top where the hood connects. It’s definitely advanced stuff that I wish to learn more about. Same boat, self taught adventures :)

  • @OnMars3D

    @OnMars3D

    7 ай бұрын

    Poles are unavoidable but something you want to use to control the edge flow. Great point!

  • @MakeingSimpleHard
    @MakeingSimpleHard4 ай бұрын

    Another quick note, if you make assets for games, game engines render and calculate models in tri’s anyways. Still want good tapo, but you’re not going to get fried if you have a tri here and there.

  • @user-ig3jp7dc7x
    @user-ig3jp7dc7x7 ай бұрын

    nice

  • @giahienao2218
    @giahienao22184 ай бұрын

    so just model the base form, smooth it then add more details, and then smooth again to finish?

  • @bobsteven2363
    @bobsteven23635 ай бұрын

    3:36 I was looking at these images and what I find strange is that the details that are additive are not part of the base mesh, meanwhile the negative details are. But in the subd2 mesh, all the details appear to be part of the base mesh including the additive details. Almost like they are combined with a boolean then beveled. How was this done?

  • @tuanho51

    @tuanho51

    5 ай бұрын

    if you look more closely, the details on subd2 mesh are indeed separate, you can actually boolean them, but it would take more time and skills to pull off. As to why they look connected, I think it's just clever trick of the light, and maybe ambient occlusion. There is a trick that I normally use to fake a connection, which is to extrude out the edges so that it barely touches a surface underneath, if that make any sense

  • @Omnivoid22
    @Omnivoid222 ай бұрын

    MY issue is I still haven't gotten the whole support loops and redirect edge flow down. still tryna undeerstand it and know when to add and when not to add

  • @Apheleion
    @Apheleion6 ай бұрын

    i struggle soo hard with topology i can sculpt and texture no problem but man topology kills me sooo badly, It takes me out of the work creatively and grinds my production to a halt.

  • @user-og6hl6lv7p
    @user-og6hl6lv7p7 ай бұрын

    Lower polycount means less surfaces to calculate when doing collision detection. Good developers will use generic shapes instead of the base mesh, for obvious reasons, but if you want to do accurate surface detection, say for decal painting, you're pretty much forced to use a low poly solution. If not, well, you'd better have a damn good at spatial partitioning algorithm up your sleeve.

  • @SilasMckeeIII
    @SilasMckeeIII7 ай бұрын

    Also trying to get pockets and zipper flaps into pants is not only something I use to struggle with but still do. The problem isnt getting them to look right tho, its getting it properly rigged and weight painted.

  • @zetablogg
    @zetablogg15 күн бұрын

    As a beginner I didn't understand anything what you are saying. So I guess i'm doomed to fail.

  • @hray2281
    @hray22817 ай бұрын

    I am still having issues when it comes to the wavy pattern on cylinders when baking, most of the time 32 edges is enough to prevent that, but when i want to go lower like 24 or less edges, it just wont work. I have read the solutions to this online of baking with more edges and then removing edges after and that has worked in the past but for some details that more complex it just isn't feasible. If you made a video on baking cylinders, that would be a lifesaver for a self-learning guy like me wanting to model environment art for games.

  • @lawrencedoliveiro9104

    @lawrencedoliveiro9104

    7 ай бұрын

    You’re talking about the triangle fans on the end faces? The simple fix is to add one or two supporting loops close to the circumference. That will fix the wrinkly-subsurf problem.

  • @OnMars3D

    @OnMars3D

    7 ай бұрын

    I feel your pain and info through this regularly when baking cylindrical objects. I definitely plan to cover this in an upcoming video soon!

  • @hray2281

    @hray2281

    7 ай бұрын

    @@OnMars3D yeah, also the super black highlights or the opposite effect of white highlights when trying to bake a high to lowpoly soda can around the rim for example is something I’m trying to figure out. For example the new Spider-Man game has a lowpoly soda can and I wonder if they even used a high poly because their can is like 16 sides but has no baking artifacts from what I can tell.

  • @hray2281

    @hray2281

    7 ай бұрын

    @@OnMars3D thank you for replying!

  • @MangaGamify
    @MangaGamify7 ай бұрын

    Some future future AI: Ah yes Mars I understood. **Makes perfect quads**

  • @user-eu4fz4vl7u
    @user-eu4fz4vl7u6 ай бұрын

    Can somebody explain the last tip?? U subd first - apply it, then add geometry and subd again?

  • @phalhappy8612
    @phalhappy86127 ай бұрын

    can you talk about character game rig vs vfx rig

  • @josephvanwyk2088
    @josephvanwyk20885 ай бұрын

    5:04 I'm very interested in this. Do you have video on this? Also, my only criticism for your video is, you going SUPER FAST over important things. Would've been nice if you slowed down and present the tip by simple/quick demonstration instead of listing a grocery list.

  • @akashsarkar1989
    @akashsarkar19897 ай бұрын

    I am new to modeling.. How can i learn ngon topology what these means & how these works?? Can u suggest some channel for modeling??

  • @OnMars3D

    @OnMars3D

    7 ай бұрын

    If you're learning topology, definitely avoid ngons. I cover topology in more detail here: kzread.info/dash/bejne/pKuLmKqpf8anpdo.htmlsi=7iXsTQeNBlLDnEg6

  • @muminaq9485
    @muminaq94855 ай бұрын

    last tiip is groundbreaking I thought it was illegal

  • @muminaq9485

    @muminaq9485

    5 ай бұрын

    IT SOLVES SO MUCH PROBLEMS

  • @OnMars3D

    @OnMars3D

    5 ай бұрын

    Same here 😅

  • @thegreaterclaush8292
    @thegreaterclaush82925 ай бұрын

    Personally I do retopology for optimisation, as my laptop and stuff can't bare having 100k tris on screen

  • @linakozar
    @linakozar4 ай бұрын

    дякую, мужик

  • @budgetarms
    @budgetarms7 ай бұрын

    In some courses it is quads only, no tris. So, this depends on where you work too. But insert edge loops might make it look, overloaded but it is better looking in general. You said that Ngons are okay, what??? If you have a prop with Ngons in school, it is a just a big nono. The explanation with why quad and why tris is quite good. The polycount indeed depends on what it's used for, a small rock in a game does not need 1M+ tris, since it is small and not generally seen a lot, common sense. We keep on learning and improving.

  • @OnMars3D

    @OnMars3D

    7 ай бұрын

    Agreed, ngons should be avoided. I wanted to cover what happens when they subdivide. I'll be covering that in a future video so thanks for the comment!

  • @spooderderg4077

    @spooderderg4077

    4 ай бұрын

    Ngons are occasionally usezul in really low poly hard surface models due to them always generating the guaranteed minimum tricount for a given polygon when triangulation. But that's really it.

  • @budgetarms

    @budgetarms

    4 ай бұрын

    @@spooderderg4077 Low poly is not the practice of making a model with a low tri-count. Since then, your quad count is basically going up. It's a bad practice even when in low poly. Low poly is not the art of getting the lowest tri-count.

  • @spooderderg4077

    @spooderderg4077

    4 ай бұрын

    @@budgetarms That objectively depends on who you're working for and what they plan on using it for. I know plenty of people on the industry who do hard surface modeling like it's water. Ngons are rarely used since there is only one use case for them. Which is nonsubd modeling of a completely flat, completely convex surface with multiple hard edges in order to preserve the absolute minimum polygon count required. Basically flat, nonsubd cylinder caps, and absolutely nothing else. What you said is nonsense however, any polygon that isn't flat and convex screws up the software, you can do this with quads as well as ngons (not triangles because it's literally impossible with only 3 vertices) you don't up your needed quad count by using ngons or tris, the issue is unlike tris, ngons have exactly one purpose and its purpose is pretty useless in modern day. But if you were modeling something cylindrical in the very early 2000s or late 1990s, the incredibly small polycounts generated by ngons in this specific scenario were enough to implement them into software. If they never had a purpose and were always meant to be avoided they would have never been programmed in.

  • @budgetarms

    @budgetarms

    4 ай бұрын

    @@spooderderg4077 I agree with you on most of these things, I did not know the history of the early 00's. But the last part, never would have been programmed in? It is not a feature, it is a side effect of how the rendering logic is programmed. Also it is needed when making a model, since if you remove one edge from a quad, you already create a ngon, if it was 'not programmed in', the application would crash. The only way they could avoid someone exporting a model with ngons, is when they try to export the model, say "the model has ngons, fix it". But everyone knows its unrealistic. Every quad are basically 2 triangles. Every Ngon are several triangles.

  • @cheponfullcoc
    @cheponfullcoc5 ай бұрын

    se ve que sabes mucho y de verdad me ayudo mucho el video, pero como no soy totalmente fluido con el ingles hay cosas que no entendi bien, y me encantaria que alguien que hablase español me explicara todo eso porque a veces me siento estupido o inutil porque veo que hay muchas cosas que toda la industria sabe hasta los jr. y yo no, y de verdad me gusta el 3D, digo, voy a estudiar ingles, pero me gustaria poder de una vez ir aprendiendo mas de 3D, por ejemplo el ultimo consejo de hacer la base primero y luego añadir los detalles no lo entendi del todo bien, no se como que añadirlos despues? no es lo mismo?

  • @OnMars3D

    @OnMars3D

    5 ай бұрын

    I've been meaning to look into having my content translated, hoping to figure that out in the coming year, Gracias por tu comentario!

  • @TylerDane
    @TylerDane7 ай бұрын

    Niko mention pog

  • @MsUndertaker99
    @MsUndertaker995 ай бұрын

    Okay, but what if i use hard edges instead of protecting extrusions? Shading works very well with it and polygon count remains way much lower compared to using protecting extrudes everywhere

  • @tuanho51

    @tuanho51

    5 ай бұрын

    hard edge tend to flicker and become jagged when viewed from afar, especially on low resolution. In the case of realism, there nothing in the world that has infinitely sharp edges. You normally would only be worried about polycount if its a game model, which would mean making a lowpoly version (with optimized topology and defined hard edges) and baking the normal from highpoly (higher polycount, usually with protected edges and subd)

  • @MsUndertaker99

    @MsUndertaker99

    5 ай бұрын

    @@tuanho51 well, this is exactly what i'm doing, i make game models

  • @PersiaAhmad
    @PersiaAhmad5 ай бұрын

    I see you are using Blender. But do you also use Maya too? I like to learn how to do these topics in Maya.

  • @OnMars3D

    @OnMars3D

    5 ай бұрын

    I have years worth of Maya tutorials on my channel :) Check it out!

  • @CalebO587
    @CalebO5877 ай бұрын

    A bit off topic, but do you have any experience getting good topology from CAD models?

  • @OnMars3D

    @OnMars3D

    7 ай бұрын

    I do, I work with CAD quite a bit. Do you mean retopoing the CAD or converting/tessellating the CAD data?

  • @CalebO587

    @CalebO587

    7 ай бұрын

    ​@@OnMars3DPrimarily retopo; I model in CAD and suffer greatly in 3ds Max 😂😂

  • @OnMars3D

    @OnMars3D

    7 ай бұрын

    Yeah, I know first hand 3DS Max tools are rough. Maya is still my go to for retopo work.