I love the visual animations you guys used for these videos, It takes hour long explanations and condenses them to their core. Awesome, AWESOME tutorials
I have watched a lot of tutorials about subdivision surface modeling but whether free or commercial, NONE of them have ever explained the concept of how smoothing works this well. I believe that knowing the technical details of any aspect of 3D is key to learning more and essentially to master that subject. This is hands down THE best explained tutorial about Sub-d surfaces out there and it's all free, thanks guys, you are simply the best :D
First time I ever see such a good presentation in a tutorial, you feel like looking at it like a show. Even commercials I saw weren't that attractive. Well done !
I totally agree with you. This was a FAST, SIMPLE, and CLEAR. It looks like you really took your time thinking on how to explain it in the best way, before actually making the video.
My exact sentiment as ninthjake. Can't thank you enough for the time and energy you exert to broaden our (the viewers and newbies) understanding of the complexities of 3D. Every baby step is a giant leap to better mastering this awesome medium. Again thank you for all of your efforts and keep up the great work. We are indebted to you with our gratitude.
There's no doubt this video is a masterpiece when its content is still relevant even 13 years later in such a fast-changing environment like 3D! It's such a shame you're not creating new content. Honestly, you're like The Witcher 3 among games - immortal :))
This is an awesome video! Very professionally done. I noticed the two deep sub basses when you pointed out the issues with n-gons and smoothing. Keep it up
man.. the last bit explaining continuous splines and making sure you have 4 edges coming out of every vertex, and the way you showed how the splines moved after subdivision smoothing. it was like 10 lightbulbs at once!
Just looking at the software. look how much blender has evolved. I am using version 3.0 and the interface has become so much better. blender today feels like a completely different software. version 2.8 is when blender finally became really good to use.
*** Awesome Tutorial - I look forward for the next great tutorial...keep 'em coming - learning a tremendous amount of kewl tips , etc., etc.! Springfield,VA.
Nice tutorial indeed. Some questions: how do you convert to NURBS the shapes you create with SubD? Is the result of the conversion as good as the initial data? Can I get examples in iges format? thanks
Excellent introduction to subdivision, I'm interested in learning more about them myself. I do wonder why catmull-clark is the most popular sub-div scheme, I've even read there are schemes out there that don't care anymore about how many sides your polygon faces have. Is this true? And if so, why does catmull-clark remain so popular? Easier to animate? Predictability?
Hmm but how are such meshes with smooth curved edges rendered in the modeling software's view? I haven't seen anything related to rendering smooth 3D curves in 3D graphics APIs such as DirectX or OpenGL, only point vertices connected with straight line segment edges.
Is their a way to implement an option when using subdivide so new vertices are pushed out and pre-existing vertices remain in position, rather than being pulled in. I believe I will need a way for subdivision to function like this so that a mesh can be broken up subdivided in sections. blender does not appear to have this ability yet, are their any other programs that do?
in 3ds max, option "use smoothing groups". All verts on smoothing group bornder will stay in place, but others will smooth. The other software probably have similar options, like edge weight.
+SquidkidMega considering real world objects consist of atoms, and not pixels, vertices, and tris (every quad consists of 2 tris and when the computer "sees" them, it turns the quads into tris. if you could look at objects in games/animations they are all made of tris), no. real world objects do not comply to the properties of computer programs so they dont have to be made up of what models are bound to. so to answer your question, no. I know where you're coming from but nope :)
11 years later... the only vid that explain sub-d in understandable language
Same here, it a great info
Funny how 11 years later this video still holds up.
From all the channels out there, this is still the best channel to learn 3d. Amazing after all these years.
I love the visual animations you guys used for these videos, It takes hour long explanations and condenses them to their core. Awesome, AWESOME tutorials
13 years old and still a great video!
I have watched a lot of tutorials about subdivision surface modeling but whether free or commercial, NONE of them have ever explained the concept of how smoothing works this well. I believe that knowing the technical details of any aspect of 3D is key to learning more and essentially to master that subject. This is hands down THE best explained tutorial about Sub-d surfaces out there and it's all free, thanks guys, you are simply the best :D
I am from 2020, it is the best video that explains subdivision , thank you.
First time I ever see such a good presentation in a tutorial, you feel like looking at it like a show.
Even commercials I saw weren't that attractive. Well done !
I totally agree with you. This was a FAST, SIMPLE, and CLEAR. It looks like you really took your time thinking on how to explain it in the best way, before actually making the video.
My exact sentiment as ninthjake. Can't thank you enough for the time and energy you exert to broaden our (the viewers and newbies) understanding of the complexities of 3D. Every baby step is a giant leap to better mastering this awesome medium. Again thank you for all of your efforts and keep up the great work. We are indebted to you with our gratitude.
I learned most of this the old fashion way but I have to say this is fantastic. I'll be pointing people in the direction of your videos in the future.
Your tutorials are the best I ever seen! Keep that good work please :)
Nice explanation. I wish I've seen this videos back in 2008 D: we need more tutorials like this.
watching in 2019 :)
@@nnghost 2022
great tutorials with visual and clear explanations (visual is so important).
A big thanks for these free ressources.
thank you this has made sense of something i didn't quite fully understand
these guys need more likes and subscribes... ABSOLUTELY GREAT JOB! well produced well executed well explained.
Your work is so cool!! I know how difficult it can be… Looking forward to see more work :)
Timeless video, thanks
There's no doubt this video is a masterpiece when its content is still relevant even 13 years later in such a fast-changing environment like 3D! It's such a shame you're not creating new content. Honestly, you're like The Witcher 3 among games - immortal :))
This is an awesome video! Very professionally done. I noticed the two deep sub basses when you pointed out the issues with n-gons and smoothing. Keep it up
Wow 11 years later, I am watching. Still good video to understand subdivision
Absolutely great tutorial,thanks for this "Masterpiece'' tutorial.
so much better than my lecturer
This is the way to package knowledge ...
Thanks
man.. the last bit explaining continuous splines and making sure you have 4 edges coming out of every vertex, and the way you showed how the splines moved after subdivision smoothing. it was like 10 lightbulbs at once!
Just looking at the software. look how much blender has evolved.
I am using version 3.0 and the interface has become so much better.
blender today feels like a completely different software.
version 2.8 is when blender finally became really good to use.
Thank you so much, for this great video.
*** Awesome Tutorial - I look forward for the next great tutorial...keep 'em coming - learning a
tremendous amount of kewl tips , etc., etc.!
Springfield,VA.
it's very cool those animated transitions :D
Brilliant intro on topology, thanks for sharing! +The Guerrilla CG Project
love the tutorial and sounds effect too!
Wow, still relevant today! great work! Where is the instructor!
this is awesome!
high quality stuff!
Awesome music.. awesome tutorial... I danced on the bongo.. ;)
Damn miss the old blender ui it takes me back to 2006 when i used to go on our local net cafe and use blender because i can't afford a pc at that time
This dude sounds like Badger from Breaking Bad
now that you mention it ^^
Lol
Excellent information. Thanks for posting video!
Excellent tutorial - thanks.
best tutorials ever
Hahaha first time seeing your channel, not gonna lie played the intro like 10 times
whattt blender used to look like that, wow it sure has developed
Nice tutorial indeed. Some questions: how do you convert to NURBS the shapes you create with SubD?
Is the result of the conversion as good as the initial data?
Can I get examples in iges format?
thanks
Excellent introduction to subdivision, I'm interested in learning more about them myself.
I do wonder why catmull-clark is the most popular sub-div scheme, I've even read there are schemes out there that don't care anymore about how many sides your polygon faces have. Is this true? And if so, why does catmull-clark remain so popular? Easier to animate? Predictability?
good information- bongo drums in the jungle
Great Video!
Maybe you could upload your own transcript though? The automatic transcript doesn't really recognise words such as gouraud shading...
Fantastic, thank you for sharing!
Amazing tutorial, thank-you. :)
Fantastic Video :D
Great, thank you! +The Guerrilla CG Project
thanks! this helped me a lot (:
brillaint!
2021
That mouse looks very nice. Tuto?
This was realy good!
Wait, 13 years ago?!!!
So interesting thanks!!!
good old days
Hmm but how are such meshes with smooth curved edges rendered in the modeling software's view? I haven't seen anything related to rendering smooth 3D curves in 3D graphics APIs such as DirectX or OpenGL, only point vertices connected with straight line segment edges.
Is their a way to implement an option when using subdivide so new vertices are pushed out and pre-existing vertices remain in position, rather than being pulled in.
I believe I will need a way for subdivision to function like this so that a mesh can be broken up subdivided in sections.
blender does not appear to have this ability yet, are their any other programs that do?
in 3ds max, option "use smoothing groups". All verts on smoothing group bornder will stay in place, but others will smooth.
The other software probably have similar options, like edge weight.
@d4v1dy yes.
Nice!!
The monkey-head "Suzanne" is a part of the blender standart-objekts.
but here is no GUI to see. All animations are rendered out
I want some help please I am trying to remove a subdivision surface modifier from an object after applying in blender. thanks
is this in blender 3d
@the guerilla CG Project... Love the video... sound needs some equalization though ;)
Is this possible in 3d max aswell?
of course yes
But without applay this modifier, I can't export this to unreal?
you would be exporting the unsubdivided mesh
Can maya do this?
so would you say that objects in the real world have an infinite number of subdivisions?
+SquidkidMega considering real world objects consist of atoms, and not pixels, vertices, and tris (every quad consists of 2 tris and when the computer "sees" them, it turns the quads into tris. if you could look at objects in games/animations they are all made of tris), no. real world objects do not comply to the properties of computer programs so they dont have to be made up of what models are bound to. so to answer your question, no. I know where you're coming from but nope :)
Real world = voxels
So most of the human character uses subdiv. Nicee.
gouraud shading? why not phong?
@d4v1dy this is suzanne!
Audio imbalanced, but super tutorial :) Thanks Badger!
Brova!
I still don’t get how quads are easier to subdivide than tris.
when people say subd they mean Catmull-Clark subdivision surface. to simplify, Catmull-Clark algorithm works poorly on tris-based meshes.
I think that's probably their sell point or secret. The don't want to tell you that so they could keep on making money.
thumbs up if you play desk bongos between each section
Oh now I know why my current model looks better before subsurfing, every face is a triangle... hours of manually changing 10k faces here I come T_T
If your using max, try the quadify mesh modifier, It sometimes gives good results depending what your working with
that was making even more triangle polygons for me but I'll check up on it, currently I'm just cleaning my model and trying to get it smooth.
So ... Modelling SubD is basically like modelling NURBS that can be convex ?
you should make videos again...
although the intro is incredibly annoying after watching a playlist of your videos.
Just let the founding fathers of 3D explain
The music is too high and the voice is painfully low compared to the music. Bad
Monke.