Название | : | 5 Topology Tips That Will Get You HIRED |
Продолжительность | : | 34.02 |
Дата публикации | : | |
Просмотров | : | 517 rb |
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why does he sound like sketchbr??? Comment from : THEBrownieVR |
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5 tips in 35min fun stuff, bla, bla Comment from : ANY THING |
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Blender is so close to killing Maya, I can't wait for open source to have such a big win Comment from : Business Wolf |
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As a technical artist in the games industry, I can confirm that the thumbnail is incorrect As long as the outcome looks good, the typology comes second, and this is in regards to hard surface When it comes to characters, it is important to have amazing meshflow Comment from : Pawnix |
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Clickbait thumbnail Disliked Comment from : Ahmet |
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I dont get it Comment from : Eirik Sundby |
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video starts at 8:50 Comment from : Egehan Yılmaz |
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In gaming industry you can use both quad and triangular topology Quad is often used at models that will deform with animation Otherwise it is completely fine to use triangles too It will also save a few polygons Comment from : Golden Moon Films |
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15:10 i cant imagine lecturing people about "good topology" while showing the most cursed shit i've seen and show it as a good example Comment from : alex_oiman |
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you sound Norman Jayden/Leon Ockenden ngl /pos Comment from : Re1n4 |
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3D Modeling is a craft more than an art form Many people may not agree with that idea, but it's a tool that's learned and it's like learning anythingto fix a car, you have to have experience solving problems associated with the carThe same thing applies to modeling and to earn credibility as a modeler, you have to show dynamic understanding of the tools we use This video helps understand the basic functions of topology and I appreciate that the creator is helpful in this way I encourage every new modeler to check this out! Comment from : SawyerArtOfficial |
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When dude said "topology is for suckers!" I had to susbscribe 😂 Comment from : Aaron Umetani |
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when you get inbrto the game industry you really have to unlearn all the "good topoly quads" you had to learn at the start hahaha good content thobrEDIT: for static meshes, skeletal meshes or animated and stuff that's gonna be deformed, keep the good topo Comment from : Mamori3D |
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This is the kind of tutorial I've been looking for a while Comment from : Rodrigo Costa |
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for ur last question so far none coz i just watched this XDD but the reroute is going to be so useful to know and im working with blender so the shortcuts you use dont apply but thats ok the topology is the thing to learn bri made 2 models so far the first was of a tutorial of low poly girl and the second was a random robot i found a picture of online and let me tell you rigging the robot was easy but the mesh was doing all sorts of things i didnt expect before i came here i watched a guy make a robot spider and show some origin placement and movement restriction for different axis on different parts that was very useful too brbrnow im not gonna go back and fix the robot but i do intend to make a person and i was scared of making the face coz i dont really know much about topology but with this and another tutorial i feel like i can go try it now i dont expect it to be good i mean its impossible but practice makes perfect brthanks for this Comment from : Ivan Erpacic |
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Never learnt about topology at uni This video is SO good Comment from : -o- ItsCharli |
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What a fuckin bullshit thumbnail :D oh my goood :D Comment from : Heg |
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Easy get chat gpt to sort out the topology Comment from : Steve00 Alt |
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Seems good topology is optional in valve games 😄 Comment from : ACatFromPoland |
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Why doesn't your giant hat fit you? Comment from : Nicolas Hopkins |
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I've a feeling I'm gonna be watching a whole lot more of your videos, I modelled a prototype car maybe 15 years ago on my spare time at work, I've just been given some real inspiration from this video to go back and carry on with it, I haven't modelled in years and always struggled with how to route topo, I always tried removing the reroutes, tris and diamonds etc and only have quads as I thought they were bad So much extra time wasted that wasn't needed Thx dudejust need to use maya controls in 3ds max so I can follow your shortcut keys, subbed and props Comment from : R1PPA-C |
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If you still religiously follow polygon based modeling, you are outdated Comment from : Connorisseur |
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How did youtube know I opened blender today for the first time in a long time I did not even mention it out loud or search about it Comment from : Dio Joestar |
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Just came by to tell you your thumbnail is a disgrace to the blender community Comment from : TheHqppy |
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not recommended for ppl coming from math unless trying to figure out how artists butchered the terminology xD Comment from : Симеон Димитров |
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This thumbnail triggers me so hard Its so misguided :D Making your mesh fake smooth by using a subd modifier If someone would come to me with that in his portfolio and no actual wireframe i would flip Comment from : Glinny Felicitas |
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Doofenshmirtz Evil Incorporated Comment from : slach |
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Lmao they are looking for a whole department in the form of 1 man Comment from : Zero Seven Forty Seven Sixty Nine |
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😊 Comment from : Hmmm |
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I understand that topology is important, but I think that it was primarily important back when game assets had 1000 poly max, and each dev had to make the best out of every single polygonbrbrToday you can get away with a 5k polygon character for UE easily, and you can put twice as much work to make it 45k but with equal appearancebrIf you ask me, it's not worth itbrbrSpecially because technology is advancing and who knows, maybe in a near future, poly count will become completely irrelevant Comment from : Comrade Boris |
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I only model as a hobby but this video is very concise and informative for me, thank you! Comment from : Henry Cassidy |
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that is me 1:04 Comment from : Axis Dz |
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Bro is talking in 05 speed -_- Comment from : Josioh প্রখর |
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Man, I wish I had watched this when I hooked with 3d now already working in different field This is what I've been missing Comment from : Kongg Rich |
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That intro? brMe brThank you for this Comment from : Emily Carey |
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Topology doesn't matter for game assets until shading is right Comment from : Aswin Anand |
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the knowledge of topology is insane these are amazing models, damn near perfect I have some good years ahead of me in terms of my skills and this helps a ton Comment from : Golden |
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that hat looks a little too big for your head Comment from : fret |
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Nice video, except "Topology Tips That Will Get You HIRED" video turned into a Maya tutorial video Comment from : Artūrs Zakss |
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Is there something wrong with your hat or your head? Looks like you have one of those foam cowboy hats on, my man Comment from : General A |
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So essentially you want to keep in the back of your mind that you only want 4 vertices for everything? Asking because I’m just now getting into this stuff Comment from : FienX |
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I only clicked and commented on this video because I was fixated on the toggle buttons in your thumbnail being in the same direction yet meaning contrasting things I'm sure the tips are fine Comment from : savagekid94 |
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>get you hiredbrYeah, who cares about having fun when you need to be making money, right? Comment from : Harlequin43 |
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With great 3D art come complex Topology and rigging Comment from : Ms Zyra MMD |
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he sounds like sketch Comment from : OrdinaryUploader |
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Thank you so much for this tutorial Very useful for me as an architect Comment from : Miko |
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I am interested in this thank you!!! Comment from : MK Mendoza |
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waaaw dude u r amazing waaaw brgreeting from Egypt Comment from : lamiaa elmaleh |
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The intro was a real dig on me fr Comment from : Matt S |
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Man my mind cant stop asking me to press 1 to see those pretty models without smooth hahahabrGood work! Comment from : Dalmo |
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Lols you can make anything you want if you have the time, it too easy Comment from : DubToker Nerd HopHip |
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Great tutorial and insight, I wanted to share some insight as well to modeling, I see a lot of juniors making models at school with one career path in mind Modeling depending on the career path changes how topology is done and what final product it's going into whether it be VR, Film, or games I use 3Ds Max, but that tip five I think it was you can enable axis constraints snaps, this removes the guesswork I know Maya has something like this, but I really don't like Maya for modeling to be honest Comment from : Deven Winters |
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The video is great, but your thumbnail is misleading Converging all of the edges into the center is a perfectly viable solution if you've got a polycount limit and the object isn't deforming or you're not subdividing it Granted, today you're not likely to have such poly constraints, but for static meshes that are just environment decoration, it doesn't matter what your edge flow looks like Comment from : TorQueMoD |
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Cringey start but actually really useful info Comment from : Sergio Lugo |
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Truth is NOBODY wants your topology no matter how good it is Comment from : VIO |
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❤❤❤ Comment from : ToP Ten |
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This was a great rundown on modeling in general!brNow, looking for that Substance Painter tutorial, that one looked great Comment from : Alej M-C |
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only time that even makes sense is CNC CAD but CAD is a different (and arguably easier) than 3D modelling, but similar enough for transfer Comment from : osmacar |
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If an object like an old radio were to have separate objects such as knobs and switches, can these individual objects have their own unique topology or must everything seem to be part of a single object? Comment from : BJM Graphics |
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ouh i bet anyone would be hired if they can turn straight edges into curves without using modifiers lmao Comment from : Naki |
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How about 5 Topology Tips that will get you ARRESTED Comment from : KAUSTIK |
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based in the image of the presentation the video , the guy who make this video dont know any about topology Comment from : David Rodriguez |
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13 minutes into it and you finally mention Maya wow bro great job Comment from : MASSIVE 3D |
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One of the best, if not the best videos on topology out there Thumbs up Comment from : crazymelomanka |
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Even though I do have years of experience in modelling, I have learned many new things from this tutorial 🙂 Comment from : FekLeyrTargs Videos |
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I love fixing topology Comment from : JakeHowler |
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the one thing that helped me create better topologywas this video! thanks JL Comment from : →Strong← |
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I didn't get hired Comment from : xarcaz |
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That UI doesn’t look like Maya it doesn’t look like Blender it’s kiiinda similar to 3D Max but not quite there… what is that? 😅 edit: okay thee is no way its C4D but I see Arnold here what is that 😂 WAAAIT A MINUTE is it Maya? Why my buttons are orange and red but yours blue I’m confused cause I want that UI :D mine is too distracting Comment from : Hobis Tiny Heart Bag |
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In my experience I can say that In games low density topology and triangles are perfectly fine, sometimes also characters would have triangles and "messy" topology in some areas of the geo Comment from : Lorenzo Achilli |
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Me starting the video: Ooh 30 minutes of tips, this should be good!brMe 10 minutes in: When do we get some topology tips? Comment from : ZeeMojo |
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in game dev if you do what this guy says is good in the thumbnail for a prop in the game environment, you aren't gonna get very far Comment from : MoBubbler |
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Just use quad remesher Comment from : Jordan Dastrup |
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Very funny video Comment from : Mario Andres Caminos |
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what the fuck Comment from : PIXEL AVM |
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Just like a previous comment said, that "bad" topology isn't necessarily bad esp in Video Games/Real-Time applications You're not going to SubD or deform everything What you'll focus on is how it performs within the scene and how it's supposed to work in the scene Don't treat everything universally, a character needs to have good topology that you might reuse again and again but a trash can or chair is a low-priority object that you can optimize the hell out of Tris are not evil, in the game-engine it will all convert back to Tris It's just how you use them taking in mind the shading and factors like deformation Comment from : My Nama Adam |
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These are nice "sentiments" but until i open pro made 3D models and not cringe at the sheer excess of pointless lines i don't see much point This is sophistry on the industry's behalf In real life, get the damn job done Not once has an engineer i've worked with started polishing 3D models Ain't nobody got time for that Be clean, but don't waste people's time, because time is money, and you're there to earn money, not polish the counter That's another job Comment from : aserta |
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i need the exact shape you have as a thumbnail idk if i missed it but i am sad that it was not part of the actual video Comment from : Fette Taube |
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I've seen DOZENS of Youtube tutorials on topology / edge-flow, yet this one covers important issues they don't and is presented in a clear, structured way Well done, indeed Comment from : CGI Foundations |
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A Comment from : Don Ramongus |
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According to topology rules, the human body only has three holes Doesn't matter if you're male or female, you only have three holesbrbrDon't mistake cavities for holes, a hole must pass entirely through the structure/body Comment from : Brian Chauvin |
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bTo achieve the exact results in the thumbnail/b In 3ds Max, If one were starting with a Spline and doing Extrude/Bevel, the way to have both smooth edges (and optimization) would be to check the 'Adaptive' check box on the Spline The spline goes from jaggy to smooth Comment from : NextWorldVR |
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this video randomly appeared on my timeline, now im hyped to learn 3d modeling Comment from : Alberto Huarastaca |
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why does he sound like sketch Comment from : BALLER |
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This video is super jam packed with great tips and your signposting to other videos is to the point and useful Especially the tip about reduce to fix lumpy topology, I'm still pretty beginner and the amount of hours I've spent trying to fix those small lumps is ridiculous! Comment from : roo bdoo |
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"Subdivison mode" is not a hope for me I mostly get sh*t when I subdivide, and besides I need to make game ready models, I'm not like all these ppl who just subdivide like there's no tomorrow Comment from : CreepyTheCritter |
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