I'm following this serie (not as a beginner tho') since the ep.1 and I just love it. Your way of explaining things just makes sense in my opinion. I've always heard "quads are not needed everywhere" and as I agreed for some point on this matter, I still always tried to quad everything, because of the shading issues I caused by not doing it. You've showed me WHY quads are not always needed and how to contain the geo; and now I think I finally understand how NGons can sometimes be OK. This specific episode on SubD is truly great too. Because it shows how we can use different methodologies for the same model and it goes deeper into topology, which is an important step in 3D modeling. There are some things I made differently (not saying my way is better of course) because sometimes I could do it "more efficiently" with the tools/knowledge I already had (but sometinmes it was with the help of some add-ons I use of course, so it's not available for everyone). As I agree with your last comment about nurbs-based modeling softwares, there is still the topology issue that can't be ignored in my opinion. Plasticity is a great piece of software but when exporting to Blender, the topo is mostly a mess, which is not always a bad thing but can cause issues too in some cases. Still, this is the way of teaching I wish some other "professor" would have. Thank you for that !! Keep up the great work.
Thanks for the comment. I also did a follow up to this video that explores a completely different way of merging these two topologies that you might be interested in. th-cam.com/video/Qh3y6lFDCyU/w-d-xo.html
I've been binge watching your tutorials and picked up a lot. the PCBL (Planar Curve Boundary Loops) approach is a revelation! Two things I noticed: - the subdivision surface modifier has, in advanced, Boundary smooth > keep corners. - often, when you use the cursor to scale a group of vertices from the cursor, you can also use the active selected vertex in the group, use Transform Pivot point > Active Element to scale from that selected active vertex. I think that is a few less clicks :)
I'm started with Blender in October and thanks to great tutorials like these I getting the hang of it. I really appreciate the time and effort you've made creating these in depth tutorials, thanks 👍
Thank you very much for enlightening tutorials. As you mentioned a couple of times there is other ways, however it's great to see fundamential basics explained properly and with proper pace. Great job.
0:06 one thing i didn't understand is how you're gonna merge both meshes the slate and this mesh cause slat curvy area has more vertex than this there will be shading issues i guess. i need to know this thing i must. but on other hand i am loving the whole series this little thing if you make understand i will be thankfull
First, thank you for such high-level content. Now, regarding the video, yes, it is good to know the tool, but it is a hassle anyway. Polygon modeling is suitable for low poly, organic and retopology, but this is a NURBS task. Period. Suppose you have to iterate over the finished model or try different variations. It is just not possible. If the bevel was too strong, nothing to do. If you need to boolean a piece in an advance state of the modeling, good luck with that. If you get more complex with the forms and the intricacy of the details, it will take you forever. If you miss a detail, then you have to redo everything. So, no thanks. Blender is not the best for it.
I don't get why you use this method for 12 min. to create the middle part. You duplicated the loop from the side mesh already, why not delete every second of the curve verts (between the boundary verts) that is to much (or rebevel /decimate the segments count) and then extrude it to the middle parts size. Then you can continue to cut the circle. That would save you at least 11min., if I didn't get it wrong what you tried to archive / show here!?
I'm following this serie (not as a beginner tho') since the ep.1 and I just love it.
Your way of explaining things just makes sense in my opinion. I've always heard "quads are not needed everywhere" and as I agreed for some point on this matter, I still always tried to quad everything, because of the shading issues I caused by not doing it. You've showed me WHY quads are not always needed and how to contain the geo; and now I think I finally understand how NGons can sometimes be OK.
This specific episode on SubD is truly great too. Because it shows how we can use different methodologies for the same model and it goes deeper into topology, which is an important step in 3D modeling.
There are some things I made differently (not saying my way is better of course) because sometimes I could do it "more efficiently" with the tools/knowledge I already had (but sometinmes it was with the help of some add-ons I use of course, so it's not available for everyone).
As I agree with your last comment about nurbs-based modeling softwares, there is still the topology issue that can't be ignored in my opinion. Plasticity is a great piece of software but when exporting to Blender, the topo is mostly a mess, which is not always a bad thing but can cause issues too in some cases.
Still, this is the way of teaching I wish some other "professor" would have.
Thank you for that !! Keep up the great work.
Thanks for the comment. I also did a follow up to this video that explores a completely different way of merging these two topologies that you might be interested in. th-cam.com/video/Qh3y6lFDCyU/w-d-xo.html
I've been binge watching your tutorials and picked up a lot. the PCBL (Planar Curve Boundary Loops) approach is a revelation!
Two things I noticed:
- the subdivision surface modifier has, in advanced, Boundary smooth > keep corners.
- often, when you use the cursor to scale a group of vertices from the cursor, you can also use the active selected vertex in the group, use Transform Pivot point > Active Element to scale from that selected active vertex. I think that is a few less clicks :)
I'm started with Blender in October and thanks to great tutorials like these I getting the hang of it. I really appreciate the time and effort you've made creating these in depth tutorials, thanks 👍
Thank you very much for enlightening tutorials. As you mentioned a couple of times there is other ways, however it's great to see fundamential basics explained properly and with proper pace. Great job.
Use crease at absolute 1 for protect boundary is clever!
(Normally I only use crease below 1 for edges to control smooth by subdivision)
This is a topology class!!! Thanks
loved it, thank you!
Thank you!
0:06 one thing i didn't understand is how you're gonna merge both meshes the slate and this mesh cause slat curvy area has more vertex than this there will be shading issues i guess. i need to know this thing i must. but on other hand i am loving the whole series this little thing if you make understand i will be thankfull
I'm not sure I understand what you're asking to be honest.
First, thank you for such high-level content. Now, regarding the video, yes, it is good to know the tool, but it is a hassle anyway. Polygon modeling is suitable for low poly, organic and retopology, but this is a NURBS task. Period. Suppose you have to iterate over the finished model or try different variations. It is just not possible. If the bevel was too strong, nothing to do. If you need to boolean a piece in an advance state of the modeling, good luck with that. If you get more complex with the forms and the intricacy of the details, it will take you forever. If you miss a detail, then you have to redo everything. So, no thanks. Blender is not the best for it.
I don't get why you use this method for 12 min. to create the middle part.
You duplicated the loop from the side mesh already, why not delete every second of the curve verts (between the boundary verts) that is to much (or rebevel /decimate the segments count) and then extrude it to the middle parts size.
Then you can continue to cut the circle.
That would save you at least 11min., if I didn't get it wrong what you tried to archive / show here!?