Master 3D Modeling and Topology Today! www.onmars3d.com/ Discord: discord.gg/vybvJnEeya And my Patreon: www.patreon.com/OnMars3D for all my project files, 3d models, bonus videos, Discord and more or just to support this channel 🙂
this is exactly the lesson i needed, there's not enough simple yet detailed videos talking about topology like you do - especially w/ localising topology. thank you so much for this
I would just like to add a little comment to the first tip for everyone, be careful when using cutting and welding vertices so you don't create so-called spiderwebs (welding several edges into a single vertex without proper edge flow and loops). It can screw with smoothing and overall shadows from lighting very easily, leaving ugly artifacts. In certain situations, it can occasionally work and seem extremely efficient but it is not worth the potential clean-up work when it doesn't. Great Vid! 👍
I played a game where I had to drink every time you said "go ahead and" in this video. I passed out after 30 seconds. 😆 Thanks, really important lesson on topology here, I learned a huge amount.
I'm in my first year at college studying 3D animation and was told that the only area I had to improve was my topology (specifically, stop using NGONS) - thank you so much for this tutorial, I really think this knowledge you have passed on will help me get the best grades I possibly can now. Thank you a million times!!
If it makes you feel any better, that's a common problem just about everyone goes through when they are starting out! I doubt any of us got into modeling without having a problem with ngons in the beginning, and I know in my case, it took me forever to understand (I was learning all this stuff close to 20 years ago, before TH-cam even existed, so you all are so lucky to have these resources!)
This was so useful! I’ve started looking into using Blender from total novice position and was finding it hard to get a decent non confusing explanation of topology and what retopology actually is.
I've been searching for days for a video to help me understand how to fix ngons and triangles in my topology and could only find videos that showed only how to localize them, not how to fix them. Thank you so much for this video 🙌
Sorry for commenting on an older Video but i can advice people to not force yourself to model everything out of one object. I personally did the mistake that i treid to really have something as one whole object. If you can get away with modeling it seperate withouth it being to inaccurate from the concept it should be fine. Great video, our school recommend your channel
Thank you for the recap at the end! I have a feeling I'm going to come back and reference this all the time. I've been a casual Blender user for almost a decade, but I'm just now learning more about topology and kicking myself for not learning it earlier.
What a fantastic video! I have been modeling for ages as a hobby and topology is one of my least favorite subjects and most videos I find on the subject bore me to death this was simple to the point and INFORMATIVE! Thank you!
Thank you for this! Even though I don't use Maya, the fact that you go over the basic fundamentals that bridge many different softwares is amazingly helpful for a novice in any 3D modeling software.
Thanks for this refresher, I'm not sure if we ever properly learned how to guide edge flow back in the day in school. I've been struggling using the subdivide workflow for years now, being unable to control my edge flow properly. Thank you for this.
Well, you just cleared out my doubts. Like you said, a looooooooot of people barely use holding edges. I was taught to use them pretty much always, but started to have doubts whenever I compared my models to people that are way more skilled than me. Their models always looked so clean, while mine had all those holding edges around, so I started to use them less and less. Now I have peace of mind lol
Hi, it is a great video. But would you be so kind and explain situation on 0:50? Youŕe doing the first cut and the result is one vertex on the right side and two vertices on the left. How do you get rid of the second vertex on the left? I can imagine it can be used on some plane but on box like you´ve showed on your other videos you end up with triangle. So 1-3 is easy but with this could you answer me?
11:50 For checking silhouette I press 7 (lights in viewport). Usually there are no lights in scene when modeling so you end with with the same effect of surface shader.
Should you, in your opinion, be replacing cylinders' top and bottom faces with facesmade from quads or is it not worth it? Like if you are modeling casters on a chair, should you leave the circle side as a circle or use quads for the face?
It all depends on whether the cap was completely flat or had curvature to it. If there was curvature to the caps, then I would update the polys to be all quads.
Okay, I have a question. I'm making a top or crop tank top for my character. I clicked all the mesh I need from the character model, I duplicated and separated. I then went to edit mode, face select and deleted all the area around the chest. Like this video, I'm following: th-cam.com/video/ioXMXbJxBuQ/w-d-xo.html&ab_channel=Dikko at timestamp 6:16. My question is for me bc I didn't quite understand. How do you know when, where, and how to add an edge loop after grid fill? Or would it be the same to use a knife tool to cut? and make an edge loop without making the edge loop? Is the point to point to add edge loop or cut to make 4 side quads? If you have 4 side quads you don't need to the edge loop or use a knife tool? Or where do you place the edge loop where areas don't have quad structure? Idk where to place it like he does to make clothing.
Honestly, it just takes continued practice to "know" where to add edge loops and how to reroute edges. It helps to treat topology like a puzzle, as you practice it more and more, you get better at knowing when and how to reroute edge flow. Hope this helps.
@@OnMars3D for future people that have the same question, I think they might be wondering what specifically to practice. This is really someone looking for clarity. I don't claim to have the answer, I just feel like the answer provided is a bit too abstract for beginners, like myself, to use as guidance. Thank you for sharing your valuable expertise. This video really helped things click.
hey , great video. could you please help, should i keep the Holding edge loops even on the Game objects which have textures?.. i typically use them for baking textures and minimize the topology on the mesh. is this a bad idea ?.
11:57 We learned Maya in school and while I use blender now I do miss using this "silhouette mode," it's a lot less straight forward to replicate in blender
holy fuck i feel so smarter rn jokes aside, great tutorial explaining topology even for someone who's into 3D modelling for 2 months now, really well explained!
I actually used those holding lines when I was first learning blender without knowing what they were because I found out it makes subdivs and shading a lot better, although it uses a lot more tris. Now more often than not I opt for using sharp edges and auto-smooth instead which gives just about the same result with a lot less tris. I don't know if Maya has that since I'm not familiar with it.
Maya has that workflow with "soften/harden edge". It all depends on the final output for the model, whether you are creating a sub-d or low poly model.
Thats absolutely amazing! Keep more of this please! Something could be useful to teach would be this: A lot of people use bolleans for hard surface. For production is really possible to keep this approach of cutting things (like boxcutter-blender style)?
Thank you, glad you enjoyed this! I recently covered how to use Booleans in Maya when hard surface modeling. Is this what you mean? th-cam.com/video/3PY262onbRw/w-d-xo.html
Master 3D Modeling and Topology Today! www.onmars3d.com/
Discord: discord.gg/vybvJnEeya
And my Patreon: www.patreon.com/OnMars3D for all my project files, 3d models, bonus videos, Discord and more or just to support this channel 🙂
this is exactly the lesson i needed, there's not enough simple yet detailed videos talking about topology like you do - especially w/ localising topology. thank you so much for this
Glad it was helpful!
I would just like to add a little comment to the first tip for everyone, be careful when using cutting and welding vertices so you don't create so-called spiderwebs (welding several edges into a single vertex without proper edge flow and loops). It can screw with smoothing and overall shadows from lighting very easily, leaving ugly artifacts. In certain situations, it can occasionally work and seem extremely efficient but it is not worth the potential clean-up work when it doesn't. Great Vid! 👍
YOU ARE MY PROFESSOR. YOU DESERVE MORE TH-cam PEOPLE.
Thanks, more to come!
I played a game where I had to drink every time you said "go ahead and" in this video. I passed out after 30 seconds. 😆 Thanks, really important lesson on topology here, I learned a huge amount.
Haha, glad you found it helpful! :)
@@OnMars3Dnooo, you lost an opportunity to write “go on ahead”
@@tohmo8576 hahahahaha
I'm in my first year at college studying 3D animation and was told that the only area I had to improve was my topology (specifically, stop using NGONS) - thank you so much for this tutorial, I really think this knowledge you have passed on will help me get the best grades I possibly can now. Thank you a million times!!
That's really great to hear, glad you found it helpful!
Hi I'm doing Computer games art
If it makes you feel any better, that's a common problem just about everyone goes through when they are starting out! I doubt any of us got into modeling without having a problem with ngons in the beginning, and I know in my case, it took me forever to understand (I was learning all this stuff close to 20 years ago, before TH-cam even existed, so you all are so lucky to have these resources!)
This is now one of my favorite videos on TH-cam.
I'm a blender user. Found this to be an excellent explanation of topology (something I have an issue with.) Thank you!
Glad to hear that!
This was so useful! I’ve started looking into using Blender from total novice position and was finding it hard to get a decent non confusing explanation of topology and what retopology actually is.
Happy to help!
yes please, more topology lesson. Btw, thanks for this video
More to come!
@@OnMars3D why maya looks very similar with blender
@@MrPanker It’s the other way around.
@@OnMars3D1
I've been searching for days for a video to help me understand how to fix ngons and triangles in my topology and could only find videos that showed only how to localize them, not how to fix them. Thank you so much for this video 🙌
I'm not very good at polygon modeling, so it's very helpful for me to have this kind of instructional video.
Thanks!
Glad to hear that!
I watched a lot of toturials about topology in youtube and I think this is the most detailed and informative one so far in TH-cam.
Happy to hear that!
Sorry for commenting on an older Video but i can advice people to not force yourself to model everything out of one object. I personally did the mistake that i treid to really have something as one whole object. If you can get away with modeling it seperate withouth it being to inaccurate from the concept it should be fine. Great video, our school recommend your channel
Glad you found this helpful and appreciate the recommendation!
Holy crap this really opened my eyes even today as someone who has been having problems with not going over my class’s tri limit in Maya.
Thank you for the recap at the end! I have a feeling I'm going to come back and reference this all the time. I've been a casual Blender user for almost a decade, but I'm just now learning more about topology and kicking myself for not learning it earlier.
Working with blender, started to get to where I needed to model hands and feet. Very helpful tutorial.
What a fantastic video! I have been modeling for ages as a hobby and topology is one of my least favorite subjects and most videos I find on the subject bore me to death this was simple to the point and INFORMATIVE! Thank you!
Happy to share!
Thank you for this! Even though I don't use Maya, the fact that you go over the basic fundamentals that bridge many different softwares is amazingly helpful for a novice in any 3D modeling software.
No problem, happy to share!
Still on 2024 you are the best teacher!!! Thanks a lot!
Great video. I’m self taught so seeing a structured video on typology will def help me improve my work. Thank you!
Glad it was helpful!
Probably one of the best video I have ever found about Topology, thanks so much for sharing it! I left like , bell and suscription for ever!
Awesome, thank you!
Edgeflow has been a challenge for me, but im thinking im starting to get it finally. Thank you
Happy to help!
I'm very grateful for you to share this video! Many thanks! :)
Glad it was helpful!
Thanks for this refresher, I'm not sure if we ever properly learned how to guide edge flow back in the day in school. I've been struggling using the subdivide workflow for years now, being unable to control my edge flow properly. Thank you for this.
Happy to help!
Well, you just cleared out my doubts. Like you said, a looooooooot of people barely use holding edges. I was taught to use them pretty much always, but started to have doubts whenever I compared my models to people that are way more skilled than me. Their models always looked so clean, while mine had all those holding edges around, so I started to use them less and less. Now I have peace of mind lol
Happy to help!
Sheeeeessshhh low key gonna watch all your tutorials so that I can bring back the Lancer one day ;)
Good explanation of Linear Edge Reduction. You can also apply the same techniques to Radial Edge Reduction when extruding shapes from a surface.
Thanks for the good explanation and multiple examples, now i finally get it the use of this.
Great to hear, that was my goal showing all these different types of models!
Wow. Thank you. Can't believe this was free.
Subbed
11:00 Luke would have never made those turns. Great tut, thanks!
The best video about edge flow ever.
Great video. Looking forward to watching more of your content in the near future.
More to come!
Agreed 🙃👌🏼💪🏼😍
So it's the best topology tutorial! Thanks you good men.
more topology/modelling complex objects please! u are a great teacher
Thank you ! This is the clearest video on topology I've seen to date. Very helpful!
Glad it was helpful!
Your channel is everything. I love your videos so much, thank you for these essential tips
You are so welcome!
You are my hero. This makes SOOOOO much more sense to me now. Ty!
I always appreciate comments like these, always happy to help!
Absolutely Yes. Please more topology lessons & a big thanks for this tutorial 🙏!!
I'm glad I found your channel, I'm going to apply to my study right now!
Good luck!!
Hi, it is a great video. But would you be so kind and explain situation on 0:50? Youŕe doing the first cut and the result is one vertex on the right side and two vertices on the left. How do you get rid of the second vertex on the left? I can imagine it can be used on some plane but on box like you´ve showed on your other videos you end up with triangle. So 1-3 is easy but with this could you answer me?
This was really helpful, would like to see more topology lessons
More to come!
Great and well explains about about surface study ad toplogy over 3d mesh geomatry segments ..Hi there myself Rony a VFX CG student from India
Happy to help!
Very helpful video,would love for more of this same kind.
loved it! definitively will be sticking around for more hahaha
More to come!
Very useful lesson and easy to apply in any 3d software!
Thank u so much! Just subbed 😄👍
Thanks for the sub!!
Massively underrated my dude!
Might watch it later, this will be useful next time I practice a bit with Blender
This is freaking awesome! Extremely useful video, keep up the great work)
Thanks, will do!
Your tutorials are fantastic and very helpful. Thank you!!! Wld love to see you go deeper into topology in Maya
11:50
For checking silhouette I press 7 (lights in viewport). Usually there are no lights in scene when modeling so you end with with the same effect of surface shader.
Yeah, that works too! I like to show the surface shader method just incase people have lights in their scenes. Thanks for sharing!
Should you, in your opinion, be replacing cylinders' top and bottom faces with facesmade from quads or is it not worth it?
Like if you are modeling casters on a chair, should you leave the circle side as a circle or use quads for the face?
It all depends on whether the cap was completely flat or had curvature to it. If there was curvature to the caps, then I would update the polys to be all quads.
@@OnMars3D Thank you! That makes sense
@15:50 - would a Champer Modifier do the work as well (as a holding edge)?
Yes
Wow, that was extremely useful. Thank you so much for this video!
Glad you enjoyed it!
AMAZINGGG so useful! thank you for doing these videos and shearing your knowledge! i really appreciate them
Happy to share!
Okay, I have a question. I'm making a top or crop tank top for my character. I clicked all the mesh I need from the character model, I duplicated and separated. I then went to edit mode, face select and deleted all the area around the chest. Like this video, I'm following: th-cam.com/video/ioXMXbJxBuQ/w-d-xo.html&ab_channel=Dikko at timestamp 6:16. My question is for me bc I didn't quite understand. How do you know when, where, and how to add an edge loop after grid fill? Or would it be the same to use a knife tool to cut? and make an edge loop without making the edge loop? Is the point to point to add edge loop or cut to make 4 side quads? If you have 4 side quads you don't need to the edge loop or use a knife tool? Or where do you place the edge loop where areas don't have quad structure? Idk where to place it like he does to make clothing.
Honestly, it just takes continued practice to "know" where to add edge loops and how to reroute edges. It helps to treat topology like a puzzle, as you practice it more and more, you get better at knowing when and how to reroute edge flow. Hope this helps.
@@OnMars3D for future people that have the same question, I think they might be wondering what specifically to practice. This is really someone looking for clarity. I don't claim to have the answer, I just feel like the answer provided is a bit too abstract for beginners, like myself, to use as guidance.
Thank you for sharing your valuable expertise. This video really helped things click.
Finnaly good tutorial about topology.
Glad it helped!
自分ノート:
- 三角形だと底辺にfaceが一つしか作れないが、Kite型にすることで底辺だった所に二つfaceを作ることができる。そうすることで、8:20 のようにカーブの曲線を底辺で表現するときにより滑らかな線を描くことができる。
だが、滑らかにするのならば角の数をkiteよりも増やしてn-gonsを増やしていくべきではないか?なぜそれだとうまくいかず、四角の形が最適なのだろうか?
-
When it comes to subdivision, evenly distributed quads provide the best subdivided meshes.
@@OnMars3D Thank you very much for a precise response to my question!
hey , great video. could you please help, should i keep the Holding edge loops even on the Game objects which have textures?.. i typically use them for baking textures and minimize the topology on the mesh. is this a bad idea ?.
11:57 We learned Maya in school and while I use blender now I do miss using this "silhouette mode," it's a lot less straight forward to replicate in blender
Amazing, thank you! Clear, structured explanation with good voice
Such a precise and helpful tutorial, thank you a lot.
Every time I read/hear about polygons I have to think about nier automatas 2b
Great and informative video btw keep up the good content :)
Thank you so much for making this video. I've been taking classes to learn Maya and this video was so helpful.
Glad it was helpful!
best youtube video I ever seen!
this is pure gold
Thank you for this video. It was clear, easy to understand and I learnt a lot. I know how to practice my topology skills
Glad it was helpful!
very useful vod, thanks
i'm a blender user but this was very helpful thanks
I really try to keep my videos focused on concepts and workflows regardless of 3d software so I'm glad you found this helpful as a Blender user!
18:43 Wow that is cool seat 💗
this was really useful! will definitely implement these tips on the model i'm currently working on :D
Glad it was helpful!
Thanks, high quality content!
Glad you enjoy it!
holy fuck i feel so smarter rn
jokes aside, great tutorial explaining topology even for someone who's into 3D modelling for 2 months now, really well explained!
Happy to help!
fantastic very helpful much needed
thank you this video helped a lot, currently learning 3d and I come from a 2d background so this really helped me make senesce of modeling
Glad it helped!
I actually used those holding lines when I was first learning blender without knowing what they were because I found out it makes subdivs and shading a lot better, although it uses a lot more tris. Now more often than not I opt for using sharp edges and auto-smooth instead which gives just about the same result with a lot less tris. I don't know if Maya has that since I'm not familiar with it.
Maya has that workflow with "soften/harden edge". It all depends on the final output for the model, whether you are creating a sub-d or low poly model.
how important is it to make the kite shaped quad instead of leaving the quad in a triangle shape?
Thank you sir! this is well explained and clear. Eventhought i used blender the principle and method still aplies..
realllllly helpful on my workflow !
Glad it helped!
Excellent content and explanation 🎉
beautiful man thanks for this mate 😁😁😁
wow! Thanks for the tips!!
Amazing, thank you so much for this video, whas exactly what I needed
Ty so much!!!!! I was struggling with some triangles
Very powerfull video, Thanks a lot Ser
amazing video! thanks for sharing the knowledge!
This was a very good video for everything regarding topology.
Glad it helped!
Thats absolutely amazing! Keep more of this please! Something could be useful to teach would be this: A lot of people use bolleans for hard surface. For production is really possible to keep this approach of cutting things (like boxcutter-blender style)?
Thank you, glad you enjoyed this! I recently covered how to use Booleans in Maya when hard surface modeling. Is this what you mean?
th-cam.com/video/3PY262onbRw/w-d-xo.html
Depends on the production.
So holding lines are only relevant for SubD models?
nice tips, my friend!
amazing models
Super interesting, much thanks really.
Thank you so much for explaining this so well.
Very useful tips! Thanks a lot!
really helpful!
Hi! When localizing topology, aren't the 3-edge poles created problematic?
Poles are unavoidable, it's all about utilizing in areas that cause the least amount of deformation/artifacts.
This is an amazing video, will help me a lot. many thanks! 🤗
Glad it was helpful!
I'm late... But you just earned a new subscriber on this one!
I appreciate it!
@@OnMars3D thank YOU! Excellent information on an underserved topic.
+1 subs i'm not fluent on english but i can understand you very well :D
very nice!
Amazing video. Thank you.