EVERYTHING You Need to Know About Topology

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  • čas pƙidĂĄn 21. 05. 2024
  • The first 1,000 people to use this link will get a 1 month free trial of Skillshare: skl.sh/jhill08211
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    Timestamps
    0:00 Intro
    01:58 Why Topology is Important
    05:12 Making Topology
    10:02 Polycount
    15:16 Games VS Cinematics
    18:10 High Poly Models
    20:34 Topology Breakdown
    38:50 Skillshare
    39:58 Outro

Komentáƙe • 487

  • @evandertj
    @evandertj Pƙed 2 lety +618

    Honestly, you're a gift to the 3D art community.

  • @MaxHancockCo
    @MaxHancockCo Pƙed 2 lety +161

    There's a bit of a difference between topology for characters, and topology for everyday objects like hard surfaces etc, and how you go about making it. This video is everything about topology for characters, mostly post sculpt. Just FYI for those watching. All good info though!

  • @kassiag7579
    @kassiag7579 Pƙed 2 lety +162

    I wish I had this video when I was first starting out. I remember having to spend hours googling on topology for characters and best practices, but never getting much information out of the pros. I've learned a lot in practice, but this video has taught me a lot of things that I *didn't* know. One of the things I really appreciate is the breakdown in workflows between topology for real-time, and topology for offline rendering. I know the rules but never quite understood why those rules were in place, or how to apply them better.

  • @braxtonburks7108
    @braxtonburks7108 Pƙed 2 lety +6

    Excellently structured vid. I’ve watched too many videos on topology that focus more on the tools rather than the methodology. This video is helping reinforce a lot of my learning thank you!

  • @JoshuaKubit
    @JoshuaKubit Pƙed 2 lety +17

    Such a well made video Jay, the work you put into your channel shows! Picked up a copy of that stop staring book as well, thanks!

    • @artofjhill
      @artofjhill  Pƙed 2 lety +2

      Thank you, glad to hear it and enjoy the book!

  • @coryzukatis7992
    @coryzukatis7992 Pƙed rokem +2

    Absolutely the best explanation I've seen so far, and you've set the bar so high I really doubt I'm going to find a better experience for a long time. PLEASE KEEP IT UP IM LOVING THE DEEP LEARNING AND THE WAY YOU EXPLAIN EVERYTHING. 💯 😎👍

  • @ArnCreations204
    @ArnCreations204 Pƙed 2 lety +28

    Great video! Currently prepping for an assignment where I'll be making a game-ready character, so your explanations from both perspectives of games and cinematics are super insightful, especially the tips on triangulation. In my degree (Game Design) they've mainly taught us from an animation perspective since the criteria have been based on the Creative Industries (Animation) degree, it's only in the past couple of years that they have been trying to factor in a games perspective.

  • @eugenekim1861
    @eugenekim1861 Pƙed měsĂ­cem

    Subscribed. I struggled to find a good tutorial on topology explanation on CZcams until I came across this video. It explains the concept very effectively. I hope those learning 3D modelling discover this video first, avoiding any confusion caused by incorrect or inaccurate tutorials.

  • @scottcourtney8878
    @scottcourtney8878 Pƙed 10 měsĂ­ci +3

    Tremendous! I'm a techie doing hard surface models for engineering (but learning a little organic modeling for personal enrichment), and I learned so much from this lesson, even things that will apply to my hard surface work. Thank you for sharing your talent and experience so generously!

    • @artofjhill
      @artofjhill  Pƙed 10 měsĂ­ci

      Thanks for the comment! Happy to hear you found it useful

  • @UncleJessy
    @UncleJessy Pƙed rokem +22

    This is great. As I’m staring on a path of learning 3D Modeling for 3D Printing and finding if I just throw polygons at my model it will be bloated in file size or take forever to slice for printing. Great stuff baked in here

    • @artofjhill
      @artofjhill  Pƙed rokem +4

      Thank you man and your videos have helped me to understand more about 3D printing. I’m still very green at that. We should team up to make something

    • @kartikzazadiya7312
      @kartikzazadiya7312 Pƙed rokem

      www.youtube.com/@Stylizedostudio

  • @SmallerLives
    @SmallerLives Pƙed 2 lety +6

    Two minutes in and I've just subscribed. I can tell this is going to be an amazing lesson.

  • @smallnuts2
    @smallnuts2 Pƙed 2 lety +3

    This is awesome. Can you go over modeling in different modes? Gimbal, perspective, normal? I'm a visual learner and would be great to see how you use these to model a project.

  • @clanker8021
    @clanker8021 Pƙed 2 lety +1

    this is such a complete video, great information all around character modeling, amazing.
    Have you thought of making a video about SubD modeling? Currently learning that style of modeling

  • @antonbayda2571
    @antonbayda2571 Pƙed 2 lety

    Thanks for another great video J! Keep it up!

  • @DeepFriedOreoOffline
    @DeepFriedOreoOffline Pƙed 2 lety +13

    I really appreciate your explanation of quads vs triangles based on the necessary development process. I have studied a lot of professional game models, seen so many triangles, so I use them in my work to do just what you say: end loops and save verts. However, when people call me out on it I never really know what to say because I know it's okay to do, but I didn't know why. Now I understand that triangles are only bad if a mesh needs to be subdivided predictably, such as for cinema rendering!

  • @TheLiiviingDead
    @TheLiiviingDead Pƙed 2 lety +2

    Cool video and simple explanation of the topic. I would like to see more videos like that ! keep going that way =)

  • @hopal6612
    @hopal6612 Pƙed 2 lety +16

    Hi J Hill.
    The best tutorial I've ever watched on Character Topology. I am using C4d and I have studies on human modelling. Maybe I know most of the elements you describe, but with this video, everything fell into place in my head.
    Thank you so much. Stay cool.

  • @shark6334
    @shark6334 Pƙed 2 lety

    Thank you so much for your explaination. Your way of teaching and speaking is so clear!

  • @helenamccondach2497
    @helenamccondach2497 Pƙed 2 lety

    This video is golden! It's full of so much information, thank you!

  • @amyb.8449
    @amyb.8449 Pƙed rokem

    Great stuff, mate. Very helpful video! Thanks!

  • @papertrane_xxx8871
    @papertrane_xxx8871 Pƙed rokem

    Your tutorial videos are amazing. I decided to go back to creating soft after 16 years. soft soft is so easy to get into, but also offers

  • @soundsoflife8885
    @soundsoflife8885 Pƙed 2 měsĂ­ci

    Great video!! Covered everything really well subbed!!

  • @alexpurkhalo711
    @alexpurkhalo711 Pƙed rokem

    Thank you, this video is exactly what I was looking for ❀

  • @huguesstefanski7298
    @huguesstefanski7298 Pƙed 2 lety +1

    Great content, very informative. thank you!

  • @4115steve
    @4115steve Pƙed 11 měsĂ­ci +2

    Thanks bro. I was trying to understand why I needed quads for game dev and this answered all my questions. Well done

  • @Yuzach
    @Yuzach Pƙed 2 lety +12

    that's the best video ever about topology! thank you, Jay!

  • @lolov44
    @lolov44 Pƙed rokem

    Your videos are gold for anyone who wants to know the aspects of 3D in depth. I learned a lot thanks to you. You are clear in your explanations and pleasant to look at. thank you for your work

    • @artofjhill
      @artofjhill  Pƙed rokem

      Thank you, I’m glad it helped

  • @Tomaccc1
    @Tomaccc1 Pƙed rokem

    Extremely helpful video! Great job! I'm only starting to learn modeling, but I see myself rewatching this in the future, when I better understand things to polish my skills.
    Have a great day! x)

  • @oskars_l
    @oskars_l Pƙed rokem

    Totally very great video. I am diving into this and using Blender 3.4 with budget tools like Speedretopo. Reflow I will try next. But speedretopo is absolutely great to learn how to model partially manually. Why my quads turns to triangles and triangles newer ends all over the place. But J Hill just explained. First I thought I don't know something. Apparently it is normal to have challenges with manual topology. Thanks!

  • @palcsoke
    @palcsoke Pƙed 8 měsĂ­ci

    I can definitely see the cheeky RGB blur around the edges of the screen. I also love that effect! 🌈

  • @Kittysilvershine
    @Kittysilvershine Pƙed 2 lety

    I really love retopologizing, and I most definitely love how to learn better and more efficient ways to retopo. This was an awesome vid~

  • @quadtychgort6485
    @quadtychgort6485 Pƙed 2 lety +2

    Amazing video. Thanks for making it; I can feel the esoterica falling away a bit...

  • @nolanwollmer3032
    @nolanwollmer3032 Pƙed 2 lety +2

    Thank you so much for the free subscription, your work is extremely inspiring so here's hoping I can learn something new

  • @macronomicus
    @macronomicus Pƙed 2 lety

    All excellent points in your overview thanks for sharing. I use blender for all the aspects, ive made a base mesh with proper topo by poly modeling from a round cube, then with multires workflow I can sculpt unique characters off the base mesh, those sculpts could be heavy and do retopo if need be, or they could be simpler shape-keys for a morph system, etc, etc. Im still on the learning journey with everything, so I love your vid's.

  • @mikelshael3565
    @mikelshael3565 Pƙed 2 lety

    All important information bundled and presented with style. Well done 👏

  • @calelthuggish5383
    @calelthuggish5383 Pƙed rokem

    Thank you! Great job! Finally there's a video, that explains the whole topic from a to z!

  • @iscuxcar
    @iscuxcar Pƙed 2 lety +33

    at 16:45, its mentioned that the mesh will be subdivided.
    might interest some people as to why its subdivided.
    you subdivide a model for the deplacement map.
    deplacement will pull polygons to make details.
    so you start from low-ish polycount to animate,
    block out etc.
    and come final render, the renderer will subdivide the model and pull geo with help from the displacement map.
    in that sense, if you're not working with displacement map, you dont actually have to subdivide the model. example, stylistic 3D animations, cell shaded animations, cartoonish looking stuff etc, anything you can get away with a normal map, which makes fake bumps. (as opposed to displacement map, which makes real bumps)

    • @leucome
      @leucome Pƙed 2 lety +2

      I think your missing the point. He is also talking about the smoothing subdivision that is used to smooth and round thing. Basically everything that is organic or round can be made at 1/8 or 1/4 or the final expected poly count. And then it get rounded only when required.
      To give an example imagine you make a leg out of a rectangle. Then you add a smoothing subdivision to make it round after on top of that you add a resolution subdivision for displacement or for sculpting details. These are independent feature added on top of each other.

    • @zues3663
      @zues3663 Pƙed rokem

      @@leucome this ^

    • @kartikzazadiya7312
      @kartikzazadiya7312 Pƙed rokem

      www.youtube.com/@Stylizedostudio

  • @cliffy987
    @cliffy987 Pƙed 2 lety

    Congrats on 100k Jay. You have come so far and really deserve this.🎉🎉🎉

  • @DragosReloaded7
    @DragosReloaded7 Pƙed rokem

    awesome info
    Thanks J

  • @drewgamble8380
    @drewgamble8380 Pƙed rokem

    Tip for smoothing Stars/poles in Zbrush:
    Hold Shift, begin smoothing w/ brush, RELEASE shift while continuing to smooth.
    This switches to an alternate smoothing algorythm that deals better with poles in topology.

  • @TheIronEzreal
    @TheIronEzreal Pƙed rokem

    Thanks for the information

  • @rafikivigo7798
    @rafikivigo7798 Pƙed 2 lety +1

    Thank you sir. I was having a hard time understanding topology. Such a nice job!

  • @taenjones6518
    @taenjones6518 Pƙed 9 měsĂ­ci

    after hours of trying to understand topology you finally made it make sense. Thank you so much.

  • @TvoeNastroenie
    @TvoeNastroenie Pƙed 2 lety

    Thank you for this video and wish you all the best :)

  • @renamecard4490
    @renamecard4490 Pƙed 2 lety

    great clean and concise

  • @peteoleary3162
    @peteoleary3162 Pƙed 2 lety +1

    Excalibur level delivery of concepts with real world application. Bravo brother!

    • @artofjhill
      @artofjhill  Pƙed 2 lety

      Thank you man, I hope it helps with something!

  • @willfulwonderingart7370
    @willfulwonderingart7370 Pƙed 4 měsĂ­ci

    This is the best 3D modeling video I have ever seen. Thank you so much for the knowledge~!

  • @hintze_r
    @hintze_r Pƙed rokem

    Thank you for sharing this. I®m always wondering if I'm doing topology right, this video helps a ton.🙏

    • @artofjhill
      @artofjhill  Pƙed rokem +1

      great, love to hear it. Good luck! and have fun

  • @TruthSurge
    @TruthSurge Pƙed 11 měsĂ­ci

    nice vid! When you talked about the grid lines and how they should ideally flow along creases and anatomy that will move certain ways, that made a whole lot of sense to my brain. comparing yours to the stock zbrush was also informative. Julie got ISSUES. heheheheh but then it was prob just a fast thing they added for people to play around with w/o animation in mind like you said. thx for the info!!!!

  • @erraticspace
    @erraticspace Pƙed rokem

    This was brilliant. Thank you.

  • @goldenmace
    @goldenmace Pƙed rokem

    subscribed and bought your base mesh! I have been looking for something like this for a while.

  • @AbhiMoz
    @AbhiMoz Pƙed 2 lety +2

    Hey J! Since you talk a lot about facial animations and blendshapes in this video, it'd be quite cool if you could talk about blendshapes in real time renderers, where there isn't many polys, like for games. Thanks for these videos, they're a gift for everyone trying to better themselves in 3D. Precise and all encompassing :D

    • @artofjhill
      @artofjhill  Pƙed 2 lety +1

      thanks. I'll be getting into more real time animation soon hopefully

    • @AbhiMoz
      @AbhiMoz Pƙed 2 lety

      @@artofjhill I'll watch the video on an endless loop 😅

    • @kartikzazadiya7312
      @kartikzazadiya7312 Pƙed rokem

      www.youtube.com/@Stylizedostudio

  • @ryeb
    @ryeb Pƙed rokem

    I keep coming back to this for reference every few months. Thanks for sharing this knowledge, Jay!

  • @daruoshmonjezi9175
    @daruoshmonjezi9175 Pƙed rokem

    Thsnks for all... so good your teach

  • @johndeggendorf7826
    @johndeggendorf7826 Pƙed 2 lety +2

    Amazingly useful & concise. A mini MasterClass. Thanks đŸ™â˜•ïžđŸŽ©đŸŽ©đŸŽ©

  • @3dbznessdesignz855
    @3dbznessdesignz855 Pƙed 2 lety

    heya Jay this one is supa cool info as always you are one of the best of cg dudes

  • @korinakassianou8496
    @korinakassianou8496 Pƙed rokem

    Thank you, great structure.

  • @aaashiet
    @aaashiet Pƙed rokem

    year for all of us, for so- it's still ongoing. i respect you for being honest as that's what's been keeping a bit sane recently, just being

  • @pwhrmdc
    @pwhrmdc Pƙed rokem

    Thank you so much! It work!

  • @ZeewaqarHusnain-ny1uz
    @ZeewaqarHusnain-ny1uz Pƙed rokem

    Very clearly explained. Thanks.

  • @Figura3D
    @Figura3D Pƙed 2 lety

    Thanks, very good video, everyone starting out should listen to what you have to say.

  • @rodneyabrett
    @rodneyabrett Pƙed 2 lety +6

    Edge flow is important but polygon construction is always dependent on the needs of production. What is the model being used for? There is clean topology and then there is efficient topology. Those two things are always going to be conflicting with each other because an efficient model means more loop termination points, which means more poles. Both types are "good" depending on those needs.
    Vfx models with hyper real deforms tend to have less poles but at the cost of denser, more uniform size polygons. This is because there are advanced deforms intended underneath. Muscles, bones, etc. You don't split the loops for the elbow bone, for example, because the location of that boney area will slide around realistically around the skin.
    An efficient mesh is more common with sub-d models because the deforms are more cartoony, so minimal vertices are ideal when distributing bone weighting gradients. Those models can sometimes tend to use more aggresive displacement maps to bring back sculpt details, however, at the cost of less vertices to do detailed deformations.

    • @shana_dmr
      @shana_dmr Pƙed 2 lety +1

      Most cartoony faces (let's say """Disney""" style) won't be "efficient" because cartoony usually requires more extreme deformations for animation purposes and you want to make them look good. It's the edge case as much as digidouble with muscle sim.

    • @rodneyabrett
      @rodneyabrett Pƙed 2 lety

      @@shana_dmr That's true! vfx models the same. I did vfx character work for Atomic Fiction for awhile. Less poles, but denser cleaner uniform square meshes. Also takes into account 'sliding weights' for things like bones sliding under the skin.

  • @geronimo5515
    @geronimo5515 Pƙed 10 měsĂ­ci

    very helpful, thank you

  • @hayleylowe7525
    @hayleylowe7525 Pƙed 2 lety

    this could not have come at a better time, thank you J!

    • @artofjhill
      @artofjhill  Pƙed 2 lety +1

      Glad to hear it, I hope it helps

  • @spacemanjupiter
    @spacemanjupiter Pƙed 2 lety

    I have never created anything but I now have Blender installed and starting tonight. I understood everything in this video very easily and it inspired me to get started.

  • @deepatterson1894
    @deepatterson1894 Pƙed 2 lety

    I wish I would of found this years ago! I have learned so much from watching today! I had a little bit of understanding but I frustrated trying to find a good teaching video on topology This is the Video! I watched and took notes and snippets of examples. You really have opened my understanding on this subject and can't wait to start applying what I have learned. Thanks a million for this! I am going to have to get those books!

  • @Polytricity
    @Polytricity Pƙed 2 lety +3

    100% about the triangle adding to ensure the quad is splitting the correct way, also important for baking that you know the triangulation is the same for the final model as the bake model to avoid artifacts later. When you import quads (non triangulated) into an engine its going to turn to triangles and some may be rotated (the dividing part of a quad) unless you export with triangulation checked or add it as a modifier to your stack / history. Fun times!

  • @robingunningham7742
    @robingunningham7742 Pƙed měsĂ­cem

    Hi J Hill, your human topology tutorial is incredibly amazing! I want to ask, can you do a complete analysis of the Chris`s Jones Universal Human?

    • @artofjhill
      @artofjhill  Pƙed 26 dny +1

      I hadn’t heard of it but just looked it up and it looks great!

  • @zuiiunzephyr9255
    @zuiiunzephyr9255 Pƙed 2 lety +1

    thank u the best topology viedo ever seen

  • @Meteotrance
    @Meteotrance Pƙed 2 lety

    Animation and unwraping are the main reason topology are important and polygone budget became less an issue especialy for static asset, except for mobile game and also keep a reasonable memory usage. Nice explanation of topology for human animation, i probably use some polygroup to make clean deformation zone.

  • @valerosfilm
    @valerosfilm Pƙed 2 lety

    Awesome video! Thanks a lot!

  • @magnosantos6725
    @magnosantos6725 Pƙed rokem +1

    Worked, thx

  • @blacklake13
    @blacklake13 Pƙed 2 lety

    Good stuff! Thanks!

  • @meghnapandey3673
    @meghnapandey3673 Pƙed 2 lety +3

    Can you make a video/tutorial on facial expression? (Tips and tricks)
    That would be really helpful.
    And quadruped topology maybe, for CG. I find it really confusing sometimes.

  • @preacher3d801
    @preacher3d801 Pƙed 2 lety

    So this is the perfect Video for all Character Modeller.Thank You ! What i miss and thats a bit false leading on the Titel. It have to be "All you need to Know about Topology for Charakters" .If it comes to SubD hardsurface some of this changes. For example you need Topology for microdisplacment. And you have some other techincal aspects like Holding Edges for shaping and so on.

  • @pritamsarkar4041
    @pritamsarkar4041 Pƙed 2 lety

    Thank you sir fr such an synergistic video

  • @ahmednaser6302
    @ahmednaser6302 Pƙed 11 měsĂ­ci

    Thanks ❀

  • @the3dmemelord82
    @the3dmemelord82 Pƙed 2 lety

    This is a awesome video, it helped me a lot!!

  • @vladisslave.7500
    @vladisslave.7500 Pƙed rokem

    Thank you for the video, it helps a lot.

  • @dimitry9817
    @dimitry9817 Pƙed 2 lety

    Thank you J!

  • @shana_dmr
    @shana_dmr Pƙed 2 lety +2

    One thing worth mentioning that some people forget about face - please, please have same amount of verts on both upper and lower eyelid half-loops - avoids getting eternal curse from the rigger because damn eye doesn't want to close:))

    • @artofjhill
      @artofjhill  Pƙed 2 lety

      Nice tip!

    • @shana_dmr
      @shana_dmr Pƙed 2 lety

      @@artofjhill Thank you :) Also what I think is good exercise - become a face rigger for a second, just grab the soft selection and try to "pose" the face - every beginner modeler can learn a lot trying to more or less sculpt blendshapes, as riggers we often (especially for more stylized characters, for realistic VFX stuff yes it often starts with painting crosses on someone and making 1500000 photos to Russian Wrap) don't user super advanced tools just push vertices around till it looks good - and it teaches immediately what all these loops around the eyes are for and how bad placement of poles can make getting good deformations without pinching and weirdness next to impossible.

  • @MrChikkooo
    @MrChikkooo Pƙed 2 lety +1

    Man this is wat I was waiting for!! Feels like u read my mind 😅

    • @artofjhill
      @artofjhill  Pƙed 2 lety

      Glad to hear it, I hope it helps!

  • @ariaxua
    @ariaxua Pƙed 2 lety

    i wish you also went over some quadruped topology, i know in genreral its all the same principle but maybe some examples etc or talking about problem areas like skin fold between leg/belly. anyway great video i was a bit sad when it ended :d

    • @artofjhill
      @artofjhill  Pƙed 2 lety

      Glad you liked the video. Quadrupeds would be super specific for sure but in general I’d say it’s like 4 shoulders in how all the legs move of that helps

  • @pilotdawn1661
    @pilotdawn1661 Pƙed rokem

    Excellent overview!

  • @JosefRalt
    @JosefRalt Pƙed 3 měsĂ­ci

    Wow!! Amazing video. I am an artist painter and art teacher and it would benefit all art teachers to learn topology when it comes to build a character or a figure. I am a complete newbie in 3D and got immediately hooked by how important is to understand topology. Your explanation is just marvelous, so thank you very much.

    • @artofjhill
      @artofjhill  Pƙed 3 měsĂ­ci +1

      Thank you for the nice comment! Glad you liked the video

  • @arjunbhosale9625
    @arjunbhosale9625 Pƙed 2 lety

    you are the true teacher. that's really help to make my career. thankyou very much.

  • @grayfox8904
    @grayfox8904 Pƙed 9 měsĂ­ci

    Very nice and educational video as always Mr J Hill! I have a question, where can we find The Art of Moving Points (with the videos) except the Apple website? Thank you!

  • @MFMArt
    @MFMArt Pƙed 2 lety +5

    Yet another banger J!.
    I want to add for the poly count it's important to know your goal and at times your intended audience.
    The game I'm working on for example has a rough budget of about 10-20k triangles per character and it can be important of you have a portfolio to target polycounts for the projects you want to work for as well.
    I still have a bunch to learn as far as learning low poly and stylized workflows since I am coming into the field as a learned 2d artist , my self taught knowledge in 3d is somewhat limited so I figure that this could help someone maybe in the same position as I was in :)

    • @artofjhill
      @artofjhill  Pƙed 2 lety

      Glad you liked it! Targeting what you want to work on and even more futuristic specs in your portfolio is absolutely what you should do and is good advice. Keep going!

    • @kartikzazadiya7312
      @kartikzazadiya7312 Pƙed rokem

      www.youtube.com/@Stylizedostudio

  • @aravind8162
    @aravind8162 Pƙed 2 lety

    million thanks J Hill brother!

  • @maximumdinosaur
    @maximumdinosaur Pƙed rokem +1

    I'm an artist who is a beginner at 3d modeling and I need to learn quickly how to do this so that I can start making a video game. I really appreciate this

  • @zenrelax1367
    @zenrelax1367 Pƙed rokem

    Thank you for this! Super cool video! A+++

  • @cyrilruegsegger9588
    @cyrilruegsegger9588 Pƙed 3 měsĂ­ci

    What a great video!

  • @prasoondhapola2875
    @prasoondhapola2875 Pƙed 2 lety

    Thanks so much for all the knowledge bombs. I feel so enlightened, I'm almost a different person from the one that hadn't watched this video đŸ˜”

    • @artofjhill
      @artofjhill  Pƙed 2 lety +1

      I don’t know about all that lol but I’m glad you learned some things and liked the video

    • @prasoondhapola2875
      @prasoondhapola2875 Pƙed 2 lety

      @@artofjhill on a serious note, though, you have completely demystified the concept. Everyone kinda knows it's a big deal, but for people without industry experience, it is not clear what is meant by "good topology". Googling around a little you may find concepts like topology for subdivision/shading/animation but the way you elaborate exactly what each thing means in practice and breakdown everything with your knowledge and expertise, it's INVALUABLE..And all off that in 40 minutes! That's brilliant and probably painstaking work in terms of ideation and video production. HATS OFF TO YOU SIR.

  • @lucasbastosrodrigues140
    @lucasbastosrodrigues140 Pƙed 2 lety

    Valeu aĂ­, conhecimento Ă© sempre bom.

  • @ARCGART
    @ARCGART Pƙed 2 lety +1

    This was a great video!! Thank you so much for making it. I still had a couple of questions after watching it.
    First, why do you have a different polygroup for the jaw in the base mesh of the thumbnail? Is it so you can better sculpt the inside of the mouth? If so, what would be the best way to make it?
    Second, it still isn't clear to me what the most effective and efficient workflow is (not counting decimate or export for any of these):
    *Base mesh > subdivide > sculpt > retopo?
    *Blockout > light sculpt > ZRemesh > subdivide > Sculpt > retopo?
    *Dynamesh / Sculptris > retopo?

    • @artofjhill
      @artofjhill  Pƙed 2 lety +1

      the jaw is a separate polygroup so I can quickly select it to work on the inside, and open the mouth yes.
      The most effective workflow is to sculpt with subdivisions. You could start with a basemesh that has good topology and subdivide that or start something from scratch using Dynamesh and then ZRemesh or retopo it some other way to make the final mesh that you will subdivide to finish sculpting with

    • @ARCGART
      @ARCGART Pƙed 2 lety

      @@artofjhill Thank you!!! This was one of the points that I felt most uncertain about because I didnt' want to do any unnecesary steps or do steps that would force me to back track and waste time. You're the best!

    • @ARCGART
      @ARCGART Pƙed 2 lety

      @@artofjhill Oh! and apart from the jaw and eyelids, would you recomend any other parts of the face to have their own polygroup?

  • @jofersdesigns
    @jofersdesigns Pƙed rokem

    Hey! I would like to read your personal opinion. My question is, do you recommend CG Spectrum Courses to someone you want to do hardsurface/character 3D modeling and want to work for that industry (if he or she has the skills for that of course!) and what kind of course do you recommend and what success rate have the students who choose this course. Best regards

  • @okamichamploo
    @okamichamploo Pƙed 2 lety +13

    Ok so one question. In school I used to always think you had to combine the topology of your model. Like if you make a tea cup the handle should actually be connected to the cup, etc.
    But lately with ZBrush I see artists just make the handle, lever, wing, pillar, etc. and just move it into place without actually connecting the topology.
    Is it actually important to merge your meshes or is this just some outdated thing I learned in school?

    • @FynnGB
      @FynnGB Pƙed 2 lety +9

      a rule of thumb for feature film quality is to have everything connected that is connected in real life as well. And in reverse also: everything that's separate should be separate as well. An example would be screws that should be separate, or certain panels etc. Another indicator are different materials like teeth and gum, or fingernails. In your example since the handle would most likely be glazed over or smoothed over a little bit there should be at least a slightly smooth transition so it would make sense to combine it. This would ensure that there are proper reflections where the pieces connect which become more visible the closer it gets.
      This applies at least to the hero objects (which are preferable for portfolio pieces)

  • @wacom8199
    @wacom8199 Pƙed 2 lety

    Hands down the best topology video for characters!!

  • @lln6123
    @lln6123 Pƙed 2 lety

    This was very informative

  • @Galvorn100
    @Galvorn100 Pƙed 2 lety

    Thank you very much!!