Become a Topology PRO with these Five Tips

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  • čas přidán 6. 06. 2024
  • Five tips to level up your topology skills.
    Click this link to find out more about the ASUS ProArt 16 Studiobook - asus.click/Decoded
    Support this channel and get access to exclusive content on Patreon- / decoded
    Facebook - / blenderdecoded
    Twitter - / decodedvfx
    Chapters:
    00:00 Qaud cylinder types
    03:31 Redirecting edge loops
    04:48 E and N poles
    07:33 Face topology
    08:24 Deformable joints
    #ASUS #ProArt #ProArtist #Creator #Intel

Komentáře • 204

  • @AlernandExtra
    @AlernandExtra Před 7 měsíci +64

    *For people having trouble in **4:10*
    If you want to snap the vertices like that you have to select Vertex Snapping (Hotkey = Ctrl + Shift + Tab), then you have to press G and X to lock it to that axis, and while holding Ctrl you have to put your cursor directly on a vertex in the Y axis (above or below the selected vertex). It should snap with that vertex but just in the X axis, then you repeat that with the Y axis, putting your cursor on a vertex on the X axis.
    I think it's important to always explain kinda this stuff since it can go unnoticed, I personally had to learn it by trial and error and took me like 10 minutes with some help from another comment. 😅

    • @aniginaaa
      @aniginaaa Před 7 měsíci +4

      Lord bless you ❤

    • @acceptablecasualty5319
      @acceptablecasualty5319 Před 4 měsíci +4

      I remember when i discovered i could lock axes. Felt like a million bucks.

    • @user-zw6gv3cu9u
      @user-zw6gv3cu9u Před 4 měsíci +3

      I love the blender community man thank you so much

  • @golemtabak1183
    @golemtabak1183 Před 11 měsíci +9

    Your way of explaining and showing what is said is exceptional. Thank you for the video!

  • @chuctanundaspiderbone5407
    @chuctanundaspiderbone5407 Před 11 měsíci +105

    This is excellent, Thank you. I failed to learn these concepts when I started out with Blender. It made my learning journey that much longer. Now I'm having to go back and unlearn lots of bad habits, so your clear & specific explanations are very useful. Thanks again.

    • @CaritasGothKaraoke
      @CaritasGothKaraoke Před 10 měsíci +1

      Except his philosophy is all wrongheaded and founded on the idea that poles are OK but tris are bad, which is just plain backwards.

    • @mrlightwriter
      @mrlightwriter Před 10 měsíci

      Aren't tris bad most of the time?

    • @Ebani
      @Ebani Před 8 měsíci +1

      @@mrlightwriter Though engines like Unreal have their own solutions for quads, any game engine will transform any mesh you throw at it to tris meaning it doesn't matter for the most part, poles aka ngons are bad bc the game engine doesn't know how to deal with them as it can only deal with quads/tris so if you don't place them in flat topology they may be imported wrong bc the engine didn't know how to convert the ngons to tris and did it wrong.

  • @lee2key
    @lee2key Před 10 měsíci +35

    2:00 You need to select vertecies around, then checker deselect them, then also add center vertex to the selection with Shift. And now press 2 to go to edge mode. Done

  • @jamesc5801
    @jamesc5801 Před 11 měsíci +3

    Fantastic. One of the few YT videos I've seen so clearly described on this topic. cheers

  • @bassemb
    @bassemb Před 11 měsíci +2

    Thanks for another great video on topology. Your early videos on topology were a huge help in demystifying it to me. That laptop looks very interesting!

  • @son12509
    @son12509 Před 11 měsíci +1

    Thank you. Loving these tips lately. Stuff I never thought about consciously before.

  • @synapse349
    @synapse349 Před 5 měsíci

    I learn more from your videos than i ever did in class. Thanks

  • @carlosheraldosanchez8025
    @carlosheraldosanchez8025 Před 10 měsíci +2

    Thank you. The finger's part is really useful, in fact, today I was thinking about different uses for the inset tool. I'm new in blender.

  • @serenelychaotic
    @serenelychaotic Před 8 měsíci

    Very helpful and informative for this intermediate newbie. Thank you!

  • @michaelmckenna2462
    @michaelmckenna2462 Před 5 měsíci

    This is exactly what I was looking for, You are the only one who has it. Thank You so much.

  • @michaeltyers7336
    @michaeltyers7336 Před 10 měsíci +17

    If you create an inner ring of faces, Ctrl-Alt select the edges of that inner ring, then checker deselect and dissolve edges, you can then merge the remaining vertices and get quads in the middle.

  • @phischphood
    @phischphood Před 8 měsíci +5

    You can easily checker deselect by alt selecting the outer ring in vertex mode, checker deselect, then select the middle vertex, switch to edge mode, ctrl+x

  • @mopozuJIko
    @mopozuJIko Před 11 měsíci +1

    Great tips! Always welcome to learn more ways to create correct topology when you need one:)

  • @My2Cents1
    @My2Cents1 Před 9 měsíci

    Excellent tutorial that I never even though I needed. I swear it was just a random click on my CZcams feed. Thank you alghorithm. And thank you Decoded.

  • @josephparry
    @josephparry Před 10 měsíci +6

    2:00 after you inset the second time (the circle you collapse), just select the inner edges with circle select tool, then do checker deselect, ctrl+delete, then collapse the middle, much faster!

  • @amruzaky4939
    @amruzaky4939 Před 11 měsíci +2

    Okay, that bit about joint is actually excellent. Thanks.

    • @thepseudowhite
      @thepseudowhite Před 11 měsíci +1

      Agree, but he missed 2 Edge Loops on Subdivision, so I will note what best, what not.

    • @amruzaky4939
      @amruzaky4939 Před 10 měsíci

      ​@@thepseudowhiteokay, then. Show me how it's done.

  • @CertifiedDoc
    @CertifiedDoc Před 8 měsíci +5

    1:46 You can also use *Poke faces* (Ctrl+F -> P) with the cap selected to make a triangle fan in one step.
    Poke Faces adds a vertex to the center of each selected face and creates a triangle fan around it.

  • @Free90Fly
    @Free90Fly Před 8 měsíci

    When this showed up on my feed I was like "Oh here we go again, another random dude explaining basic stuff". I am so glad I still, those are very helpful tips and examples, really well done!

  • @Geektownusa
    @Geektownusa Před 10 měsíci

    Super useful info.
    I’ll be using the tips in Lightwave.

  • @Mawral
    @Mawral Před 11 měsíci +3

    This was incredibly useful, thanks.

  • @ayanthakur4757
    @ayanthakur4757 Před dnem

    tnx a lot brother i was suffering with this for soo long , now with ur help my topology is better. LOVE YOU 💝💝

  • @Valitzu777
    @Valitzu777 Před 2 měsíci

    Funny that< I've come across this video now, recommended, WEEKS after I've searched youtube for the EXACT same thing, and no results, or subpar results. These tips are a GOD SEND, thank you so very much... having said that, two weeks later, and I've built a lot of models for my project, without these tips, sooo... :) Im in Engon hell :)

  • @user-ro1cc8tz6d
    @user-ro1cc8tz6d Před 10 měsíci

    this was informative. thank you!

  • @Jonah_Anthony
    @Jonah_Anthony Před 10 měsíci

    Thank you so much! Your content is awesome.

  • @prestonparish
    @prestonparish Před 8 měsíci +1

    Topology, pole theory.. really innovative, elegant concepts here, very cool

  • @gumball1328
    @gumball1328 Před 9 měsíci

    The knuckle tip was actually very cool.

  • @elbadrey
    @elbadrey Před 10 měsíci

    Very useful, thank you, I had changed my style.

  • @sassuskrassus3166
    @sassuskrassus3166 Před 10 měsíci

    good information
    didnt know at all about the finger and face topology things

  • @nicholaslarson3778
    @nicholaslarson3778 Před 11 měsíci +2

    Good stuff, thanks!

  • @FunDumb
    @FunDumb Před 9 měsíci

    So many handy tricks.

  • @4115steve
    @4115steve Před 11 měsíci +1

    Great video, thank you.

  • @LKDesign
    @LKDesign Před 9 měsíci

    Another great submission.
    Though, you should really make use of the various shading models people also use for sculpting. These help you judge the surface of a mesh much better.

  • @alx7581
    @alx7581 Před 10 měsíci +1

    Really helpful tips! Thank you for making this video!

  • @ubertcoolie8694
    @ubertcoolie8694 Před 10 měsíci

    Thanks 4 the great video

  • @husaruser6594
    @husaruser6594 Před 11 měsíci +1

    great! make more topology tips !!

  • @ThatAlexGuyIST
    @ThatAlexGuyIST Před 10 měsíci

    I swear I've learnt more from this one tutorial about topology than all the others 😂

  • @savagesauron4147
    @savagesauron4147 Před 11 měsíci

    Thanks for sharing. :)

  • @DEV_STUDIOS_3D
    @DEV_STUDIOS_3D Před 11 měsíci +4

    Thanks a lot!

  • @maryelljazz
    @maryelljazz Před 9 měsíci

    AMAZING STUFF THX!!!

  • @christyisacunt5103
    @christyisacunt5103 Před 5 měsíci

    im so happy i found this video! this stuff is the hardest part to grasp for me

  • @Tiki_Media
    @Tiki_Media Před 10 měsíci +3

    I feel like it is necessary to call out a little gem of a tip that I didn't know about and maybe others don't either. 4:10 to snap the vertex to align to the ones around it, select the vertex, use G, X to constrain it to the X-axis, then hold CTRL and hover over an aligned Y vert. Behold, it snaps!! Repeat for the Y direction using G, Y, then hold CTRL and hover over an aligned X vert. All these years I didn't know about this handy trick. :-} Thanks Mr. D!

    • @DECODEDVFX
      @DECODEDVFX  Před 10 měsíci +1

      Yeah ctrl snapping is great. I use it constantly. It works in object mode too, if you want to align objects with another surface. 👍

    • @AlernandExtra
      @AlernandExtra Před 7 měsíci

      For some reason when I'm doing this the snapping works weird. It snaps, but not with the vertices, it remains a little crooked on the Y axis

    • @angryvaginasfromspace7718
      @angryvaginasfromspace7718 Před 7 měsíci +1

      you can snap with ctrl what?
      WHAT??

  • @JorgeGarcia-ix7er
    @JorgeGarcia-ix7er Před 10 měsíci

    the last tip is so usefull thanks

  • @matslarsson5988
    @matslarsson5988 Před 11 měsíci

    Excellent! (Said in the voice of Mr Burns)

  • @Psyda
    @Psyda Před 9 měsíci +9

    Very interesting. I'd like for extra clarification between working topology, subdivision compatible topology, and final topology.
    Low poly optimized game assets also use a ton of obscure tricks to keep poly count down.

  • @gnoelalexmay
    @gnoelalexmay Před měsícem

    Good vid 👌

  • @raymobula
    @raymobula Před 7 měsíci

    Great video. Any news on the laptop. Been eyeing this one, or the equivalent by MSI. Thx 😊

  • @user-vr8nd4iv4i
    @user-vr8nd4iv4i Před 2 měsíci

    Nice video

  • @Joenyoshua
    @Joenyoshua Před 8 měsíci

    Uff bro thank you i learned alot a things dude 😃🖐

  • @iataman
    @iataman Před 9 měsíci

    great one

  • @stermangor
    @stermangor Před 11 měsíci +1

    Very great video

  • @theulfhednar2655
    @theulfhednar2655 Před 5 měsíci

    3:26 Seeing how to make a screwhead already haha.
    Just need the screw's bottom part :D

  • @iulian_98
    @iulian_98 Před 8 měsíci

    Thank You

  • @None32100
    @None32100 Před 10 měsíci +1

    2:00 you actually could bevel the middle vert(Ctrl+Shift+B), use edge ring (either any selecting method you want), checker deselect, dissolve, merge middle beveled ring at center. Much less frustraiting

  • @lolathepinky4857
    @lolathepinky4857 Před 10 měsíci

    Tysm !!

  • @MonsterJuiced
    @MonsterJuiced Před 11 měsíci +20

    Here's a topology tip that saved me a ton of time and my UV's
    Instead of doubletapping G to slide the vertex or edge. Triple tap G and get full freedom of movement then use any axis to lock your direction if required. This is also nondestructible to your texture/ UV's

    • @threadlington3430
      @threadlington3430 Před 11 měsíci +6

      But pressing G three times is just the same as only pressing it once!!!

    • @MonsterJuiced
      @MonsterJuiced Před 11 měsíci +1

      @threadlington3430 no it isn't. Pressing it once just moves, which warps the texture. Twice is slide mode. Three times is free-form slide

    • @threadlington3430
      @threadlington3430 Před 11 měsíci +3

      @MonsterJuiced It really is not! There is no third mode. "g" to freely rransform. "gg" to go to edge slide mode. Pressing g a third time just goes back to free transform. There is not an extra mode! (Edit - I was wrong. There is a third press of g which works as the tip says!)

    • @MonsterJuiced
      @MonsterJuiced Před 11 měsíci +2

      @@threadlington3430 But there is though I use it. Do you have loop tools plugin enabled? I'll check what allows me to do it because this thing has been a life saver for me for the past few months

    • @MonsterJuiced
      @MonsterJuiced Před 11 měsíci +1

      @@threadlington3430 I think youtube removed my comment because it has a link in it. Trying again: watch?v=ZyrZZqpbFNA
      That video will show you the third G option

  • @Thermo_D
    @Thermo_D Před 10 měsíci +4

    remember, edge and vertex creasing is also good if you dont want to add extra edges to your mesh.

    • @MrOiram46
      @MrOiram46 Před 10 měsíci +7

      That’s only if the model stays in Blender. If you need to bring it into other softwares, the creased parts will not look creased in other softwares.

  • @ianmcglasham
    @ianmcglasham Před 11 měsíci +2

    Hello Geordie! I use 6-poles all the time. I think they are optimal in several circumstances. (I'm from South Shields!)

    • @seilah8
      @seilah8 Před 11 měsíci +1

      For which circumstances you use them most? Which would be the recommended moment to use them? Truly curious noob here.

    • @ianmcglasham
      @ianmcglasham Před 11 měsíci +1

      @carlosfranca2602 Howdy carlos. There are some cubic forms (like dice with rounded faces) which use 6-spoked piles on the corners. When extruding a checkerboard arrangement of inset faces they are the best topology and they are the only sensible topology available when 3 axes are extruded in 3 separate directions (happens all the time). There is one type of sphere - kind of half way between a uv sphere and a quadsphere which uses them too. They do crop up occasionally(normally on corner of less than 90 degree angles which use them very efficiently too. Their usage is generally a little more advanced but sometimes they are the best solution!

  • @ephexa
    @ephexa Před 7 měsíci

    Oooh getting sponsored by the big ones eh? Congrats :) 🎉

  • @ping3995
    @ping3995 Před 14 dny

    Nice video i learnt better ways to topology as I knew only one type earlier

  • @WyMustIGo
    @WyMustIGo Před 7 měsíci +3

    At 2:00 you say that "Checker Deselect" will not work, but it DOES work. What you need to do is select that ring, and then go into vertex mode and use "Checker Deselect", then SHIFT select the center vert and you can dissolve the edges.

  • @nicholasspidel1471
    @nicholasspidel1471 Před 10 měsíci

    Maybe I just missed it, but I don't think he mentioned where E and N poles get their names: the letter E has 5 edges while the letter N has 3 edges! That always helped me remember which was which.

  • @gottagowork
    @gottagowork Před 11 měsíci

    I sometimes use triangle fan to top off a flat end of a cylindrical object, without the points being merged, in order to have the easiest to work with (square) UVs for tangent use when dealing with anisotropic shading. How would you approach getting good tangents and seamless transition on such a work piece using more "proper" topology? Note that UV driven tangents are *NOT* smoothed across the seam like normals are. And according to developers, "it's a feature, not a bug" 🤦There are procedural texturing reasons I need UVs in this weird layout too, so just assume the tangent has to be UV driven. How would you approach this?

  • @foreverkurome
    @foreverkurome Před 11 měsíci

    Blender is fun, you can make stupid mods like play as your fav character in your fav game. It's stupid until you realize some places think it's neat on a job app. Had no idea fooling around in game would be quite this beneficial. Eye opener for sure.

  • @mach16j
    @mach16j Před 4 měsíci +1

    In terms of making a standard cylinder there is actually nothing wrong with a triangle fan. When you subdivide the structure at 2:00 will be generated by the subdivision anyway. It's much faster to use 2 control loops instead of selecting every other edge and dissolving them. It also uses less geometry than some of the other methods which will start adding up fast in your high polys.

  • @mitopaler5574
    @mitopaler5574 Před 5 měsíci

    Very useful even if am a max user

  • @fortheloveofcheese5723
    @fortheloveofcheese5723 Před 9 měsíci

    does loops always have to flushed to x,y,z? can you manually place them?

  • @user-od2ld3jg9z
    @user-od2ld3jg9z Před 5 měsíci

    Easy way to choose every other edge:
    1. Choose 1st edge
    2. Choose 3rd edge
    3. Press Ctrl + Shift + Numpad(+)
    That's a shortcut for the "Choose Next". This also works for choosing every 3rd, every 4th and etc

  • @boisbois2947
    @boisbois2947 Před 9 měsíci

    Hey, I'm learning how to use Blender and making 3D graphics in general and this might be a dumb question, but should all faces be quads and if so why? From my personal experience it makes it harder to apply materials to faces that aren't quads, but is there something more to it and how to avoid doing it when making complex models (like human characters)?

    • @bronchiel
      @bronchiel Před 9 měsíci +1

      i've just started out myself, but from the many mistakes i already made, i noticed that having quads is good because there won't be weird unnecessary sharp edges when you subdivide it, and if you decide to transform quads into tris at some point, it won't cause that problem either. i think they're just good because they make way for clean and smooth surfaces, plus what you said about easier application of materials

  • @Ninjarium
    @Ninjarium Před 20 dny

    hmm yes i should watch this type of content for another 12 hours

  • @Ig_ma
    @Ig_ma Před 10 měsíci

    Спасибо большое

  • @algi1
    @algi1 Před 11 měsíci +3

    Wow, this is magic.

  • @LimLux
    @LimLux Před 12 dny

    That ASUS laptop look noice! Can they send me one as well?🤪

  • @MightyElemental
    @MightyElemental Před 8 měsíci

    Very interesting video. Shame I know nothing about modelling and have no use for this 💀

  • @odinniereece4096
    @odinniereece4096 Před 8 měsíci

    @ 2:08 u can select 2 edges and then press CTRL+SHIFT+"numpad+"

  • @richard-wy6jx
    @richard-wy6jx Před 8 dny

    becoming a master jedi, feel i

  • @lois3356
    @lois3356 Před 9 měsíci

    How about good CONE topology? the tip has many lines converging

  • @hamzathewalkingalive2714
    @hamzathewalkingalive2714 Před 8 měsíci

    Usually i start with a 6sides cylinder when i know i am going to SD anyway, keeping the typology simple to deal with and the final result will stay the same.

  • @1zymn1
    @1zymn1 Před měsícem

    Now how do you handle it when you want the end of the cylinder to have a dome?

  • @Levi_Zacharias
    @Levi_Zacharias Před 11 měsíci +108

    Remember, an inset is just an extrude being scaled instead of translated

    • @ianmcglasham
      @ianmcglasham Před 11 měsíci +22

      No it's not.

    • @Levi_Zacharias
      @Levi_Zacharias Před 11 měsíci +18

      @@ianmcglasham im genuinely curious what the difference is. I learned it in blender, but transferred to maya for work. Maya doesn't have an inset function, so I've been using extrudes exclusively and cant think of a case where it didn't work

    • @ianmcglasham
      @ianmcglasham Před 11 měsíci +33

      @Levi_Zacharias it's a complicated area! An inset is the scaling of new vertices relative to the individual vertex normals of a periimiter (or to the average of the normals of attached edges when edge rail is used but it would cloud this already complex discussion too much for a quick answer!) Whereas an extrude and scale calculates the new positions of extruded vertices In relation to the median of the area selected. Consider taking all of the faces of the letter "S" and insetting them. A border will be created with new edges travelling along the original vertex normals. Now consider extruding and then scaling these faces. It doesn't work because of changes of direction around the shape. Maya handles it bizarrely by having the offset option in extrude, but it is not nearly as powerful as blenders method. Max can do it but maya cannot. In advanced modelling it becomes really important to understand the various methods of insetting and there are some clever ways of forcing blender to do a hybrid of the two by creating temporary angular non manifold constructs which force overflow conditions in the code. As I said, it is complicated!!! I'll make a video at some point!

    • @eitantal726
      @eitantal726 Před 10 měsíci +5

      @@Levi_Zacharias Practical difference: Insets may apply to individual faces. Extrude applies to all. Imagine a cylinder: select all its faces. You can inset them all together, effectively creating a thinner cylinder, OR, inset them on individual mode, effectively creating a ribbed Greek-column-thing

    • @jwalster9412
      @jwalster9412 Před 10 měsíci

      If I didn't use Blender before I would have definitely had an idea what you are talking.

  • @CaritasGothKaraoke
    @CaritasGothKaraoke Před 10 měsíci +129

    people need to stop with the “all quads” rubbish. Triangles aren’t a problem in a mesh; POLES are. sticking a vertex halfway along one edge of a tri doesn’t make it better topology just because it’s a quad now.

    • @8p8c50
      @8p8c50 Před 6 měsíci +1

      Why do you think that's rubbish?

    • @SparnaOfYomi
      @SparnaOfYomi Před 6 měsíci +20

      @@8p8c50sometimes it isn’t worth the effort. Like in hard surface modeling, it’s not AS important, especially if you’re just modeling a quick concept. Soft body modeling and “final drafts” of hard surface modeling should definitely prioritize quads though. Working with quads is generally easier.
      Tldr, quads are more or less important depending on the case, so you shouldn’t rip your hair out over every little tri or ngon. That being said, quads can make a major impact.

    • @sanoruuransu
      @sanoruuransu Před 6 měsíci

      ​@@8p8c50 some times triangls give me less shading issues than quads

    • @lt.facepalm9566
      @lt.facepalm9566 Před 5 měsíci +7

      sometimes you specifically need to arbitrarily declare where the quad should fold otherwise youll get inconsistent results in mesh deformation or game engine imports, different programs interpret triangulation differenly, which isnt a problem if your quads are flat. but sometimes it cannot be that way. and creating quads with vertices too close to one another is a recipe for clipping and z-fighting. i had it once where I had to do this for a low poly chips bag for it to be smooth throughout towards the corners

    • @Bleak1302
      @Bleak1302 Před 5 měsíci +1

      what are poles

  • @vk8a8
    @vk8a8 Před 2 měsíci

    1:55 why not select two and then ctrl+=?

  • @TheLofren
    @TheLofren Před 9 měsíci +1

    Remember topology depends on final use, dont blindly follow rules and instead learn to adapt
    Perfect square quads are not the only right way to model and oftentimes tris can be good

    • @Ebani
      @Ebani Před 8 měsíci

      Quads aren't as important as the edge loops themselves but this only applies for "organic" movement, background/props or anything inorganic can use any kind of topology for the most part.

  • @TridentTrue101
    @TridentTrue101 Před 10 měsíci

    I dont know how I got here but now Im interested. Why are triangles bad? I thought computer graphics was all about the number of triangles.

  • @user-bp4kf5zd2q
    @user-bp4kf5zd2q Před 10 měsíci

    buenazo

  • @user-wh4wm3mw7l
    @user-wh4wm3mw7l Před měsícem

    Sometimes I cant delete a vertice or edge without afecting other faces. Why this happen?

  • @spooderderg4077
    @spooderderg4077 Před 7 měsíci +3

    Funnily enough, the ngon was the best topology for a flat circular surface. All these other methods create unnecessary triangles whereas an ngon will always simplify to the minimum required. All those other forms are only better if you change the shape in some way or enable subdivisions without using creasing.
    Also quadding up a triangle fan is objetively always a bad idea. If you want a flat shape just use an ngon, and if you want anything in the shape to deform then replacing the triangle fan with a rounded grid is better.

    • @noyz-anything
      @noyz-anything Před 4 měsíci

      what if you have a square texture that you want to put on the cylinder without much distortion? (that's the only use case i can possibly think of)

  • @Just_Becuase
    @Just_Becuase Před 8 měsíci

    Whenever your using gridfill to get rid of those n-gons just fill it normally and poke faces.

  • @DavidSalamanca
    @DavidSalamanca Před 3 měsíci

    best fucking video in the world, bro you are literally Jesus Christ

  • @marcapouli7805
    @marcapouli7805 Před 5 měsíci

    I knew these tricks for years know, but I'm still unable to create anything because of topology. I guess I can create a cube

  • @lbpdluis
    @lbpdluis Před 7 měsíci

    i have seen so many 3d artist making videogame assets with the most unoptitmized polycount ever because the "all quads mindset" so:
    hard surface non deformable object: yes, use triangles
    character or object meant to be deformed in any way: no, avoid triangles

  • @djtomoy
    @djtomoy Před 10 měsíci

    I’m already a pro

  • @NdollTran13
    @NdollTran13 Před 7 měsíci

    Thank you, this video is so helpful to me

  • @ujwalvibing
    @ujwalvibing Před 11 měsíci

    3:32 why is it necessary to redirect edge loop?

  • @Sodomantis
    @Sodomantis Před 10 měsíci

    Just keep the tips coming, you beautiful polygonal god bear!

  • @DavidBichoHasBeard
    @DavidBichoHasBeard Před 11 měsíci

    "so, I'm just gonna use the Snapping Tools to align this with the other vertices." BOOM.
    What kind of magic were you doing there? The snapping tool icon wasn't even activated?

    • @DECODEDVFX
      @DECODEDVFX  Před 11 měsíci

      Set snapping to vertex and hold ctrl

  • @Anonymous_giraffe
    @Anonymous_giraffe Před 11 měsíci

    1:40 Or just use the Poke Faces command

    • @DECODEDVFX
      @DECODEDVFX  Před 11 měsíci

      Yes, that's another way to make a triangle fan cap.

  • @fadedtiger3181
    @fadedtiger3181 Před 10 měsíci +1

    Topology is pretty hard to get a handle on.

  • @Pockeywn
    @Pockeywn Před 10 měsíci

    the second solution for the cylinder is 😬 in this specific case the cluster in the middle won't be a problem because it's on a flat plane but that's not a habit you should get into
    edit: oh ow he actually got really in depth with poles later in the video I should've watched further but dude? still whyd you show them that? that'll confuse people

  • @spiralhalo
    @spiralhalo Před 10 měsíci

    I feel like I'm missing the memo. What's the point of quads if they aren't rectangular?