Daily Blender Tip 182 - Quad Topology Tips

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  • เผยแพร่เมื่อ 21 ต.ค. 2024

ความคิดเห็น • 15

  • @10OzGlove
    @10OzGlove 5 ปีที่แล้ว +14

    These are great tips, I'd love more of these topology videos!

    • @BlenderSecrets
      @BlenderSecrets  5 ปีที่แล้ว +4

      Thanks!

    • @RWLuckyLuc
      @RWLuckyLuc 5 ปีที่แล้ว +6

      Indeed, good topology is super important and tips/tricks to make it better are rare. Please more topology tips and tricks.

    • @BlenderSecrets
      @BlenderSecrets  5 ปีที่แล้ว +3

      @@RWLuckyLuc Thanks! I'll see if I can think of some more.

  • @IzzyDudee
    @IzzyDudee 2 ปีที่แล้ว +6

    the first 9 seconds showed me how so solve a problem I've been stuck on for days

  • @nategreyson6014
    @nategreyson6014 4 ปีที่แล้ว +5

    you are a brilliant professor. i'm from another country, i don't know you, yet i still learned to use blender from you. 2020 bitches.

    • @BlenderSecrets
      @BlenderSecrets  4 ปีที่แล้ว +2

      On the internet, we're all from another country aren't we? :-) Glad to hear you're learning Blender from me! Thanks

  • @VenomFX34
    @VenomFX34 5 หลายเดือนก่อน

    Спасибо! Очень полезная информация!

  • @andreipertsev9236
    @andreipertsev9236 4 ปีที่แล้ว +1

    Thank you!

  • @dandylion-evn7w2
    @dandylion-evn7w2 3 ปีที่แล้ว +1

    Say delete a portion of your mesh and the grid fill, How do you know where, when and how many edge loops to add to the grid fill area. I'm learning to make clothing for my character.

  • @simple_idiot
    @simple_idiot 4 หลายเดือนก่อน

    Awesome

  • @jamesbrookes9112
    @jamesbrookes9112 4 ปีที่แล้ว +2

    Is it bad to have vertices or edges that don’t continue throughout the entire mesh? Like having one side of a mesh be dense while the other side is simplified? Like the front of a face being dense to get the details but having a few quads for places like the top of the head? Thanks!

    • @BlenderSecrets
      @BlenderSecrets  4 ปีที่แล้ว +3

      It depends on the situation - in hard surface modeling, you can have many N-gons because the surface doesn't deform. With characters, "good" (quad-based) topology becomes more important because the characters need to deform. You can go from dense to simple with quads though, if you follow some tricks: th-cam.com/video/0qIxrMSRlPA/w-d-xo.html

    • @BlenderSecrets
      @BlenderSecrets  4 ปีที่แล้ว +4

      Hah, I didn't realise you were commenting on an old video - which I then recommended to you. Yeah...

    • @AClarke2007
      @AClarke2007 ปีที่แล้ว

      I just thought, you could have a hidden plane (which doesn't get rendered) to dump all your mistakes!