Mastering 3D Modeling: Top 5 Topology Mistakes to Avoid

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Richard Bryce Gore | @RBGorePD

Bruno Fonseca:

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Software used in Tutorial:

Blender 3.5
Maya 2023.2
Substance Painter 8.3.2

#blender #3dmodeling #3dart

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Table of Contents

0:00 Introduction
0:17 Mistake 1: NOT Localizing Topology
1:21 Mistake 2: NOT Protecting Extrusions
1:59 Mistake 3: Avoiding nGons and Tris
5:14 Bonus Tip
5:32 Mistake 4: Edge Density
6:15 *RANT* Polycount
8:01 Mistake 5: Modeling ALL details in base model
9:13 Wrap Up

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Sources:

The Dark Crystal: Age of Resistance | Animation VFX Breakdown | DNEG

Venom: Let There Be Carnage | VFX Breakdown Reel | DNEG

Character Rigging & Cinematic Animation in God of War with Erica Pinto & Axel Grossman

How to create exact and technical topology workflow for the Blizzard animators

Sub Division Paper

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Check out my Patreon/YouTube Membership for all my project files, 3d models, bonus videos, Discord and more or just to support this channel 🙂

OnMarsD
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I love the 'base -> subdiv -> details' tip. Makes so much sense!

davexmit
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I'm not much of a commenter in general, but the sheer quality and value of your content is absolutely incredible. The approach is always clear and the workflows are just excellent all round. Thankyou for your effort, sincerity and passion.

lawebley
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I'm learning hard-surface and SubD modeling at the moment, and that last tip was huge. I kept beating my head against a wall trying to add details to my unsubdivided mesh, which was leading to tons of later shading issues and unnecessary topology. Working to the main form, then working smaller is a game changer. Thank you so much!

opalstudios
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The last tip is something I use frequently when I 3D model cars, where clean reflections are paramount. Making sure all the large surfaces are perfect before considering fine details - and then post smoothing you work manually on those details.

This is why it's important to not just learn high-poly or low-poly. You can benefit greatly from practicing both. They compliment each other, and understanding polygonal detail work through low-poly workflow is highly beneficial for high-poly projects when it's time to add the fine details without relying on smoothing them artificially.

Real_MisterSir
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What you said in the video is basically what my 3D modeling instructor said this morning. I'm so glad newbies like me have people like you or my instructor.

nluan
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Yeah, I have the same reaction as you did when I discovered (with you) about the details over the subdivided mesh, and not the base mesh.

I always did like you did before: trying hard to put everything in the base mesh, trying to do in the most clean and low poly way as possible. This gave me headaches in some models, Jesus!

I discovered about this watching your Datsun videos that you showed now in this video (trying to model a Miata Mx5, and doing well untill now). If I get enough time to end the model, I'll try to show to you, because your videos was part of the entire process.

I work in 3D industry for a decade, but in Archviz area. Usually, we don't need to model too much, we model simple things. The more complex models are specifc furnitures, but it's way easier than a car, for example. Furniture is usually handmade, and it's not very precise, sometimes we model without blueprints with just one terrible perspective photo, it's small. But with car, I can step up my modelling skill. Try to get precise highlights that goes through the entire car body is way harder. But it was a happy moment when I achieve a great result, like all the references that I got. Anyway.

Great content, your channel is awesome!

giovannesouza
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Agreed, especially on the last tip. That is what is used in the AAA car models but you rarely see anyone on YT teaching that way and as a result, their models always have shading errors.

Kumar-bgnr
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The tip number 5 just changed my life. OMG man that's really amazing

DK_Krieg
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Rare practical advice aimed at serious 3d modelers. I very much like the context you give this video and plan to dive into your content. Thank you for sharing.

derekadair
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Thanks for making sense of 3d modelling😊

theman
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That last tip!!! SO simple yet never passed my mind, thanks man good video

alexschmidt
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the way how i deal with tri and Ngon is treat it like art picture if it isn't in the focus view don't put too much paint on it, if the tri or Ngon in an area that isn't affect by the bone riging and edge leave it be could save your sanity and polycount

atk
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the beautiful thing about proper sub-d modeling workflow is you can make a low poly model, that is also a hero quality film ready model by just adding edge loops in the right way

yllfmhw
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Hey Aunmar, I just wanted to thank you for your educative content that helped me land my first internship in the game industry as a vehicle artist. Your Datsun series taught me a lot. Thank you

MatejOndra-ek
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That last tip was a realization I had about a year ago while also working on car model. The only downside is that you better be pretty certain you don’t need to make any super low frequency changes to the shape, or you may end up doing retopo sooner than you planned 😅

Solid tips! I’m definitely going to check out the artists mentioned in the video.

maxleveladventures
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0:38 This where those misnamed “poles” (actually “extraordinary vertices”) come in. In order to have fewer edge lines in some places and more in others, you need to be able to branch them where they join. 5-verts and 3-verts are useful for this purpose.

lawrencedoliveiro
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Last advice is really eye opening. I never thought to add details after subdivision. I always try hard to put all details in base mess and then apply subdivision.

The_Curious_Ra.ke
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That last tip was super key for me too. Not many people talk about it

hectorescobar
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Good video! Some extra for the tip at 8:02 though: Consider using Crease on the edges that you want to stay hard before subdividing, it prevents them from smoothing so you can still easily add the support loops around them

AstrayCG