3DS Max Tutorial - Correct Edge Flow for Subdivision

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  • เผยแพร่เมื่อ 4 พ.ย. 2024
  • A quick tutorial on correct edge loops for subdivision (focused on cylinders). This tutorial shows how to avoid lazy pre-subdivision edge loops that can create ugly creases in your high-poly model. Hope it helps.
    jcobes3dart.com
    www.artstation.com/jonathancoble

ความคิดเห็น • 48

  • @FskpZ
    @FskpZ 4 ปีที่แล้ว +15

    In principle, triangles and ngons should not be a problem if they are on flat surfaces. That's what you did now. You brought the lines to a flat surface and there you tied them into triangles where that triangles will not cause a problem on the surface. I was also very annoyed by these bumps and I came to the same conclusion as you. Very good video.
    When you are modeling, you always try to make the topology perfect with all the quads, and in fact, what you have to think of is that the model should look nice. It all comes with work and experience.

    • @JCobesV2
      @JCobesV2  4 ปีที่แล้ว +1

      Great comment! I share the exact same sentiment. When growing/in school, the thought was that tris and ngons are absolute evil and, as you said, it's all about end result. It does come down to experience and understanding how topology works when subdivided which applies to all 3D platforms. Game engines tri out your models anyway if that's the asset's intended use. Obviously for animating, quads are the strict focus but it's good to know how to use tris effectively. I've learned for texture baking, if the subdivided high-poly looks great, that's all you need in the end. Once again, excellent comment! Thanks.

  • @BenjaminPolovinko
    @BenjaminPolovinko 4 ปีที่แล้ว +27

    I think if you dissolve this line between triangles you'll get the quad and get rid of a triangles

    • @TheTimeProphet
      @TheTimeProphet 4 ปีที่แล้ว

      That is what I do all the time

    • @tonylopez8047
      @tonylopez8047 4 ปีที่แล้ว

      Exactly that's easy and simple...

  • @VictorMan289
    @VictorMan289 2 ปีที่แล้ว +2

    Open Subdiv + Crease Set workflow gives more control over how smooth each part of your mesh is in my opinion.

  • @omarcarias7337
    @omarcarias7337 11 หลายเดือนก่อน

    If you want to get rid if the triangles you only have to Ctrl-Backspace the edge between the 2 triangles, as you say sometimes while modelling hard surfaces you can use tris as the model has rigid planar surfaces, if the uvs for texturing are not getting deformed you are good to go

  • @HHSFamily0
    @HHSFamily0 4 ปีที่แล้ว

    Ngons and triangles are not a problem, not at all. People need to understand that as long as your subdvision goes well, looks good, you can have a triangle or a ngon. Obviously you should try to get rid of it, but only if you can.
    Also, most of these problems are easy to solve when you stablish the curvature and work with edge crease. The downside of this method is the high density... depending on what you wanna do it turns impractical.
    Good video! Keep the good work.

    • @JCobesV2
      @JCobesV2  4 ปีที่แล้ว +1

      Love your comment man! I completely agree. It's great practice to always model in perfect quads but, with experience/time, you learn when to break this rule. That's what I'm learning about 3D/art lately; know the rules, master them and then know how to effectively break. It's all about results and saving time while maintaining a high level of organization in regards to a production pipeline.
      I haven't used Open Subdiv a whole lot as you mentioned edge crease but it has alot of potential too. It all depends on what you're trying to accomplish. I'll keep the vids coming! Glad you enjoyed and keep on creating my friend!

    • @HHSFamily0
      @HHSFamily0 4 ปีที่แล้ว +1

      You definitly should try opensubdiv and edge crease. Working with edge loops is good, but usually turn your object into a mess. Ofc you can solve this, but if there is another method that can save you the time of reorganizing topology you MUST use them.
      Edge loops and edge crease complement each other (might be a irresponsible affirmative but still).
      Also, on 6:15 you did cut geometry by cut tool. Nothing wrong with that, but you could use edge loop and just deselect the edges you don't want (front viewport + alt x). That way you maintaing the edges even and save time - Just a tip!

    • @JCobesV2
      @JCobesV2  4 ปีที่แล้ว +2

      @@HHSFamily0 Thanks for the tips! I will def keep that in mind. Usually my purpose for a high poly dense mesh is for game asset baking so a little extra topology isn't too big of an issue as long as you know how to subdivide correctly. But for film/animation I think Open Subdiv is no doubt the way to go! It's also a more efficient model in the long run (e.g. lower polycounts). Once again, thanks for the comment man!

  • @John-mz8rj
    @John-mz8rj 3 ปีที่แล้ว

    You can inset, delete the inner polygon, add your loops, sub devide, and cap the boundary.

  • @nayhtet7543
    @nayhtet7543 3 ปีที่แล้ว +1

    This video is really usefull!! Thank you, sir.

  • @TheChocoDoll
    @TheChocoDoll 3 ปีที่แล้ว +1

    Thank you so much for this

  • @ogarga666
    @ogarga666 5 ปีที่แล้ว +2

    very useful content. thanks!

  • @flubby18
    @flubby18 4 ปีที่แล้ว

    This is helpful even though he sounds like he is struggling. I think the comments are helpful too. I'm a beginner an I'll save this tutorial.

  • @guxiangguse
    @guxiangguse 4 ปีที่แล้ว +1

    You're doing a good job!

    • @JCobesV2
      @JCobesV2  4 ปีที่แล้ว

      Thanks guxiang! Hope you’re well man.

  • @nyomandjk9460
    @nyomandjk9460 2 ปีที่แล้ว

    Perfect Master

  • @rulofjansevanrensburg6528
    @rulofjansevanrensburg6528 4 ปีที่แล้ว +1

    Hey thanks for the tutorial

    • @JCobesV2
      @JCobesV2  4 ปีที่แล้ว

      Very welcome! Glad it helped.

  • @rubenserrano3043
    @rubenserrano3043 5 ปีที่แล้ว +1

    Good job :)

  • @JiggywattArt
    @JiggywattArt 5 ปีที่แล้ว

    Newer me would've loved to have seen this video when starting off. Topology gives me nightmares!

    • @JCobesV2
      @JCobesV2  5 ปีที่แล้ว

      Jiggywatt Yeah I’m with ya man! Once you get a handle on it, things get less scary. Understanding Topology also translates between 3d softwares which is a plus.

    • @klarnorbert
      @klarnorbert 5 ปีที่แล้ว +1

      @@JCobesV2 Also check out some hard surface tutorials! It helped me a lot to understand correct topology.

    • @JCobesV2
      @JCobesV2  5 ปีที่แล้ว

      @@klarnorbert Totally! There's alot of great stuff out there by people better than I. Just hope what I shared still helps some :)

  • @돕-c5j
    @돕-c5j 5 ปีที่แล้ว +1

    thanks!!!

  • @sciapcaten
    @sciapcaten 4 ปีที่แล้ว

    Hi, Great video !
    I don't understand how you add edges easily from 1:11. It's shortcut ? What did you use in edit poly for do that ?
    I'm new on this software :) thx

    • @JCobesV2
      @JCobesV2  4 ปีที่แล้ว

      Glad the vid helped! And great question. The tool is kind of hidden. It's called "Swift Loops" (critical tool) and you have to assign it via keyboard shortcut. I personally use "Alt + A". You can set this up by going to Customize--->Customize User Interface, find swift loops and assign it. Save your settings and you're off the the races :)
      This pushes me to make a video on setting this up and will do soon! Hope it helps.

    • @sciapcaten
      @sciapcaten 4 ปีที่แล้ว +1

      @@JCobesV2 thank you for your answer

    • @JCobesV2
      @JCobesV2  4 ปีที่แล้ว +1

      Just uploaded a video going over swift loops! Hope it helps!
      th-cam.com/video/8Wuw8wgUUC8/w-d-xo.html

  • @tento3555
    @tento3555 3 ปีที่แล้ว

    I'm very new to 3d modeling, why didn't you stop at the point where you had the cuts you needed? Do you have to contact edges with other points? Cant vortexes just be connected to the edges?

    • @JCobesV2
      @JCobesV2  3 ปีที่แล้ว

      Hey Tento, I'm not sure I really understand. Could you paste a video timestamp so I know exactly when. Happy Modeling :)

    • @tento3555
      @tento3555 3 ปีที่แล้ว +1

      @@JCobesV2 No I understand my mistake now thank you. Ive been using your way to fix the toplogy and it has been helping me tons. THANK YOU!!

    • @sujanac.s806
      @sujanac.s806 3 ปีที่แล้ว

      @@JCobesV2 hey you, why did you stop doing these tutorials man? You are doing a awesome work. Why don't you continue this channel??

  • @vetor1982
    @vetor1982 4 ปีที่แล้ว +1

    great video but you need to improve your mic, i cant hear you well, thanks

  • @RisingThoughtz
    @RisingThoughtz 4 ปีที่แล้ว

    hey you're pc's performance in handling the turbo smooth is amazing =]! What graphics card and specs are you using ?

    • @JCobesV2
      @JCobesV2  4 ปีที่แล้ว +1

      It does a pretty good job! Actually, it's a little outdated and I'll be upgrading in the next couple of months. Currently running an old AMD Phenom 2 Processor from 2011, NVidia 1050 Ti, 16GB RAM, 500 GB Samsung SSD. I'm going to be going big real soon! Can't wait.

    • @RisingThoughtz
      @RisingThoughtz 4 ปีที่แล้ว +1

      @@JCobesV2 Epic! A friend just refered me to a GTX 1660 for around $200. I hope you make a video about your upgrades =] i want 3ds max to run at the best settings possible!

    • @JCobesV2
      @JCobesV2  4 ปีที่แล้ว +1

      @@RisingThoughtz That's a good GPU for the price! Max is more CPU heavy than GPU unless you're rendering via GPU. GPU is huge though for all of the Substance software and any game engine. It was a nightmare to work in Substance Painter before my last GPU upgrade.
      Pleasure chatting with ya! You inspired me to bust out a specs video once I get the new rig in a couple of months :)

  • @EricCummingsNB
    @EricCummingsNB 5 ปีที่แล้ว

    Wouldn’t open subdivision Avoid this problem completely?

    • @JCobesV2
      @JCobesV2  4 ปีที่แล้ว +1

      Hey Eric, great question. I don't use Open SubDiv as often as I should but still know that it operates the same on this level as Turbosmooth. The only difference is how you add your edge loops. You can utilize the Open SubDiv modifier with the Crease Set modifier but will most likely take the same amount of time, if not longer. I would recommend using the cut tool with Turbosmooth since this object is intended for baking purposes and is a somewhat complex shape. You seem to have more control in the end with this process. Open Subdiv is great when you want to deform the High-Poly mesh for things like animation or simulations due to getting better overall topology (even quads). Hope that helps!

    • @JCobesV2
      @JCobesV2  4 ปีที่แล้ว

      Also, here's a great tutorial a fella did explaining the differences between the two. Both have their advantages!
      th-cam.com/video/ktM61yLeXfM/w-d-xo.html

  • @Nour-lj1nu
    @Nour-lj1nu ปีที่แล้ว

    So fast man

  • @tamernassar5119
    @tamernassar5119 ปีที่แล้ว

    why you talk a lot I forget what you need.