Retopology A Detailed Guide - What is Retopology & Why Do We Need It?

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  • čas přidán 26. 07. 2024
  • #blender #topology #3dartist
    In this video talk about the complex issue of retopology and why it needs to be done.
    Grant's Character Course discount link: www.gamedev.tv/p/blender-char...
    Grant’s Drawing course discount link: www.gamedev.tv/p/complete-dra...
    Chapters
    0:00 intro
    1:05 What is topology
    1:27 why retopologize
    2:47 What does clean topology mean
    7:57 Dirty topology and meshes
    8:26 Topology for animation
    12:01 Topology and hard surface modelling
    14:20 Good topology for better sculpting
    Grant's Character Course discount link:
    www.gamedev.tv/p/blender-char...
    Grant’s new Drawing course discount link:
    www.gamedev.tv/p/complete-dra...
    CG Boosts sculpting course:
    bit.ly/3lMmrrZ
    Say Thanks: paypal.me/grantabbitt
    My Website www.gabbitt.co.uk
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Komentáře • 167

  • @xadrach
    @xadrach Před 3 lety +245

    im about to retopo for the first time in my life. pray for me, im diving in

    • @xadrach
      @xadrach Před 3 lety +95

      Update: I AM STILL RETOPOING. THIS ABSOLUTELY SUCKS.

    • @ojonasdev
      @ojonasdev Před 3 lety +4

      Update?

    •  Před 3 lety +7

      Are you still alive?

    • @CASMANWHAT
      @CASMANWHAT Před 2 lety +5

      🙏🙏🙏🙏

    • @coldspark290
      @coldspark290 Před 2 lety +6

      RIP 😔😔

  • @warren3910
    @warren3910 Před 3 lety +84

    Why do we need retopology? when I was a young lad, I tried sculpting in blender for the first time. I turned on dyntopo because it made stuff look a lot smoother. I used texture brushes and kept going and going and going. Until finally i accidently switched to rendered view....and everything crashed cus of a million vertices

  • @billywhitaker6658
    @billywhitaker6658 Před 3 lety +55

    It’s the bane of my art. I adore sculpting, retopo hurts my heart 😔

    • @GUMMY_MKII
      @GUMMY_MKII Před 3 lety +6

      well then I'm your Yang

    • @RazorRivetRiot
      @RazorRivetRiot Před 12 dny

      I do tattoos, and I used to hate doing hands. So I had a boss that would make me do all the hand pieces that came in, now I’m super good at it. Still hate it though lol

  • @bilgenathan7085
    @bilgenathan7085 Před 3 lety +15

    Maybe because of the covid but i hear your voice everyday more than anyone else :) Really like your work and glad we have you.

  • @nallash905
    @nallash905 Před 2 lety +17

    I've never been listening to a theoretical lecture with this much interest and understanding before. I've leant so much thanks to this video

  • @a3dadventure79
    @a3dadventure79 Před 2 lety +4

    thanks so much for this. you covered A LOT, and very rarely did i feel intimidated by it, rather you helped me to feel that "getting good at it" was possible, and entirely probable. i'm taking this slow, and bite-sized, and it's working well. keep up the great work and great service you do for the community!!!

  • @oversalt4713
    @oversalt4713 Před 2 lety +15

    In the fourth pillar, you would get an even better deformation if you add a loop cut between the triangulated mesh at the back (between the lines, the edge loop is stopped by the triangles). Really useful for realistic elbows, knees etc

  • @danielstephenson7558
    @danielstephenson7558 Před 3 lety +2

    This is an insanely useful resource!
    Love these videos!
    Working through this tutorial set as I keep hitting brick walls with my modelling and I really need to stop being lazy and learn to retopo properly.

  • @chrisdotdash5154
    @chrisdotdash5154 Před 3 lety +1

    I’ve been waiting for a video like this! Love it. 🔥

  • @Blueberry-rg1ll
    @Blueberry-rg1ll Před 3 lety +3

    This is a very important thing to learn, great explanation, thanks Grant

  • @mangonauts6464
    @mangonauts6464 Před 3 lety +1

    Something wasn't clicking with me previously with retopology but this video explained it quite well! Bravo!

  • @kalpeshpatil8912
    @kalpeshpatil8912 Před 2 lety +1

    doing your character creation course and i am glad i can learn from you more for free on youtube .

  • @ErikMurt444
    @ErikMurt444 Před 9 měsíci

    Thank you Grant, don't know how I'd learn without your videos.

  • @CrayTechTV
    @CrayTechTV Před 3 lety

    clear, concise, and awesome! thanks Grant

  • @Zeriel00
    @Zeriel00 Před 3 lety +39

    WOW! man this is EXCELLENT! I know how to Retopologize in Blender but this is such an obscure topic that gets no attention and Blender makes it extra complicated because a lot of the tools are all over the place and difficult to find so most people just give up. IMO if you use something else and have no confidence in Blender, trust me once you figure it out is absolutely great 9/10 but you need to also use a bit of the sculpting tools such as smooth with options so it doesn't distort the overall shape. I used Maya's Quad Draw, TopoGun and 3D Coat and Blender works just as good, it just needs a complete rework on it's stools/options locations. There needs to be a Retopology workspace with everything easily visible. It also could also use more Retopo specific tools. Basically it's an interface problem.
    Thanks for this!

    • @rocifier
      @rocifier Před 2 lety

      It's far more common in the 3D Studio Max world to discuss good topology. One of the keys with it is to model using quads from step 1 and you won't really end up with problems, ie. there is no need to "retopologize" later on. You can also get the mesh as far as you want with low polygon, then clone it and sculp the high poly version from there. It's much cleaner than trying to reduce/decimate a high poly sculpt to get your low poly version.

  • @Benerro1991
    @Benerro1991 Před 3 lety

    Thanks, Grant! Btw we (I hope I'm not the only one) missed your livestreams!

  • @jfcomposition
    @jfcomposition Před 3 lety +1

    Very good explained. Great job 👍

  • @Jellybeancracker
    @Jellybeancracker Před 2 lety

    You explain soooo wellll!! Love it!

  • @EROKOJR
    @EROKOJR Před rokem

    This was super🙂 helpful. Thanks so much!

  • @Gettutorials123
    @Gettutorials123 Před 3 lety

    Nice one! Really love your tutorials.

  • @anima8450
    @anima8450 Před 2 lety

    Amazing demonstration!

  • @hsseinhoussainy
    @hsseinhoussainy Před 2 lety

    Bro your the best, I'm learning a lot from your videos, thank you.

  • @gaston.
    @gaston. Před rokem

    excellent explanation.. thanks for sharing Grant

  • @aiz.3d
    @aiz.3d Před 2 lety +2

    I've been doing retopology for the past week without even knowing!
    I felt that all the assets i found online were although good, but they didn't have good topology and had excess topology which increased render times a lot! Using decimate modifier and then doing retopology and then finally adding a subdivision modifier will cut down your render times by a lot!

  • @cyborg9099
    @cyborg9099 Před 2 lety

    Best blender teacher 👍👍 man your tutorials are amazing 👍👍

  • @xrysakal5229
    @xrysakal5229 Před rokem

    Thank you for explaining everything!!!

  • @nicolasiglesias7767
    @nicolasiglesias7767 Před 3 lety +1

    this is such a valuable resource grant!!! thank you so much!! btw, I bought your course in udemy super excited to start it this weekend

  • @klauszwegert6382
    @klauszwegert6382 Před 3 lety +5

    Its important to note that for animation there is only so much you can do with retopo. Just try to keep every face the same size and do the Rest with skinning. but in film for example very often blend shapes are used.

  • @jean-michel.houbre
    @jean-michel.houbre Před 3 lety

    I finally understand this word and what it hides! Thank you

  • @CorruptedYogi
    @CorruptedYogi Před 3 lety +1

    Very informative video 🖤
    I am learning how to draw at the moment from one of your course at Udemy. Really loved the way you teach and tell things in details.
    As Indians says, “Ek Number” 🔥👌🏾
    Thanks 🙏🏾

  • @ygsg
    @ygsg Před 3 lety +4

    This is highly useful especially for beginners. Thank you

  • @user-em9su3dd9y
    @user-em9su3dd9y Před 3 lety +4

    Whoa, literally was about to search your channel for this exact thing...

  • @bexymathew9668
    @bexymathew9668 Před 3 lety

    Great workflow

  • @eliaslns7143
    @eliaslns7143 Před 3 lety

    Nice as always

  • @magicbhai7477
    @magicbhai7477 Před rokem

    Godlike Tutorial THANK YOU

  • @123owly
    @123owly Před 3 lety

    The most important retopo video on the internet right here

  • @destroyonload3444
    @destroyonload3444 Před 3 lety +9

    Make sure you give your GPU a big smile and retopologize! 😁

  • @dctimon
    @dctimon Před 3 lety

    What another great video!

  • @Cedrek
    @Cedrek Před 3 lety

    Thank you as always 😎

  • @doroteadollesin6102
    @doroteadollesin6102 Před rokem

    good job! i bet you are great at making s! good luck

  • @SianaGearz
    @SianaGearz Před 3 lety +1

    Another important property of quads is that the industry-standard Catmull-Clark subdivision only has desirable properties on quads, it goes lumpy on triangles. There exists Loop subdivision surface, that is better-behaved on triangles (not loop as in a series of edges, but Loop as in Charles Loop), but in turn it doesn't perform well on quads. When quads are subdivided into triangles, they encode a particular bias direction into the mesh, which is not desirable and becomes visible in Loop subdivision. Both of these subdivision schemes were defined i think around late 70s or so. Decades later Loop returned i think with Loop-Stam subdivision which unifies them elegantly, but by that time, the whole industry locked in on Catmull-Clark subdivision due to overall advantages of quad modelling, and introducing any other subdivision scheme would impede interchange and make code sharing a problem, for example the modern GPU-accelerated Catmull-Clark code in Blender comes from Pixar (OpenSubdiv) and was open-sourced by them specifically in order to improve interchange.

  • @araskuzucu3456
    @araskuzucu3456 Před 3 lety

    After I learned the essentials of modeling, my all baking process is awful because of the decisions of the topology. Now I know how can handle it. Thanks.

  • @saantomero5483
    @saantomero5483 Před 3 lety

    Awesome!

  • @Jellybeancracker
    @Jellybeancracker Před 2 lety

    Enrolled in your course grant!!

  • @hsab5927
    @hsab5927 Před 3 lety

    thanks for the Video

  • @__Rizzler__
    @__Rizzler__ Před 3 lety

    Love it nice.

  • @pianoatthirty
    @pianoatthirty Před rokem +1

    Quad Remesher folks! The MUST HAVE blender add on. Gives you great topology in seconds. How people have the patience to do this manually is just beyond me! This just feels like something a computer was meant to do - calculate and create even geometry.

    • @mr.lunatic3157
      @mr.lunatic3157 Před rokem +1

      Except that we have to paid for that kind of computer monthly you mean😅

  • @aivariukas
    @aivariukas Před 3 lety

    Superb

  • @shaunreddiar7752
    @shaunreddiar7752 Před rokem

    I love your videos❤❤❤

  • @kyleheilig255
    @kyleheilig255 Před 3 lety

    Thank you, I needed this. My first project broke blender and it still looks low poly.

  • @sarahashemi6521
    @sarahashemi6521 Před 2 lety

    Hi. I like your tutorials. They are the best way to learn blender 🤗. Thank you so much for sharing them 👌💖. Recently, i heard about octane render engine for blender. It seems that this render engine is very fast and so poweful. Could you please share tutorials about it? Thank you very much ❤💖

  • @eddy9538
    @eddy9538 Před 3 lety

    Grant you are the best

  • @wege8409
    @wege8409 Před rokem

    thanks grant

  • @TruthSurge
    @TruthSurge Před 11 měsíci

    11:12. What if I want to bend it backwards? #3 seems most logical. Thx for the explanations!

  • @mrhollywood1173
    @mrhollywood1173 Před 3 lety

    EXCELLENT Grant !

  • @JavierD
    @JavierD Před 3 lety

    Nice video, answered my question precisely about retopo; quick question: How do you make the animation at around 2:15 ?

    • @grabbitt
      @grabbitt  Před 3 lety +1

      That was me moving around the view port with my new 3d controller

  • @dubblesnup4457
    @dubblesnup4457 Před 3 lety

    Can you do a video about IK Rigging?

  • @blanketparty5259
    @blanketparty5259 Před 3 lety

    Great video Grant very informative. Im quite familiar with the high to low workflow. But I'm not sure what you meant by retopoligizing my sculpt and then running it through a multires? Do you mean the retopo? Or the sculpt to be run through the multi res?

  • @GarviHere
    @GarviHere Před rokem +5

    My tip would be : don't just add one vertex and quad at a time. Start extremely simple, enclosing holes and dents with stretched out quads cause then you can always add more loops later and use subsurface mod

  • @brendandash
    @brendandash Před měsícem

    im trying to retopologize a hand but its hard because of the fingers- im using the polyquilt addon btw

  • @bdbjr28
    @bdbjr28 Před 3 lety

    thanks mr. abbitt!! have you tried the add-on retopoflow?

    • @grabbitt
      @grabbitt  Před 3 lety +1

      Yes I'm talking about it soon

  • @amanitamuscaria5863
    @amanitamuscaria5863 Před rokem

    I have some mistakes in just sculption a sphere into body parts.

  • @KaiBuskirk
    @KaiBuskirk Před 3 lety

    super radd!!!
    Grant im looking through your demos around real world sizing and set ups? any pointers to your guides... thanks in advance... kai

    • @grabbitt
      @grabbitt  Před 3 lety

      Not really got anything on that

    • @KaiBuskirk
      @KaiBuskirk Před 3 lety

      @@grabbitt thanks.... was having problems with a plane 800mm x 800mm trying to sort a solution
      thanks grant...kai

  • @GC-vk2pg
    @GC-vk2pg Před 2 lety

    hey grant regarding cgboost courses, can i take master 3d scultping course without going through blender launch pad? im kind of only really interested in learning sculpting

    • @grabbitt
      @grabbitt  Před 2 lety +1

      I would say so yes but it will help to have an understanding of the basics but you don't need a big course to do that

  • @halloo20halloo
    @halloo20halloo Před 6 měsíci

    Thank you for the tutorial, could please explain or make an tutorial how can apply texture from high poly onto the low poly which is already retopologiesed, Thanks,

    • @grabbitt
      @grabbitt  Před 6 měsíci

      this can be a little bit of a long process which i go into in my character course

  • @bilgenathan7085
    @bilgenathan7085 Před 3 lety

    Grant i wonder why did you add subdivision surface modifier to your armor pieces in character courses in udemy and after you deleted them before you adding multires modifier ??

    • @grabbitt
      @grabbitt  Před 3 lety

      To give it more structure

  • @magnusm4
    @magnusm4 Před 3 lety

    What's the difference and reason to retopologize normally like this, or doing like in your plank sculpting video and first sculpt the mesh, then make a duplicate. Then use a modifier on it that reduce poly count. Then finish the small touches of optimization by removing faces and vertices you don't need.

    • @grabbitt
      @grabbitt  Před 3 lety

      i'm not sure i understand the question

    • @magnusm4
      @magnusm4 Před 3 lety

      @@grabbitt
      Normally you retopologize by extruding square faces across the model to get the base shape of the mesh.
      But this is how you did in your plank sculpt tutorial:
      First you sculpted the plank, called this the High Definition.
      Duplicated it and called that one Low Definition.
      Used the Decimate Modifier on the duplicate.
      Applied modifier.
      Merged more of it's vertices together to reduce triangles and faces.
      And that's it. In your video series here Part 3 quick retopology:
      czcams.com/video/m2frF62Zk6c/video.html

    • @grabbitt
      @grabbitt  Před 3 lety

      One has much more control than the other

  • @p.s.l7777
    @p.s.l7777 Před 2 lety

    just a question if i have a model with like 73.000 verticies should i then retology if i need it to be like 50.000 verticyes or what should i do then ?

  • @aidanfordsword6954
    @aidanfordsword6954 Před 2 lety

    Hey so I'm wondering. I'm trying to learn how to sculpt to print them out on my resin printer. Would I still have to retopologize?

  • @cabeunicolas6069
    @cabeunicolas6069 Před 3 lety

    Can you make the rig to non distort the stuff of the character please ?

    • @grabbitt
      @grabbitt  Před 3 lety +2

      That's down to the character not the rig often

    • @cabeunicolas6069
      @cabeunicolas6069 Před 3 lety

      @@grabbitt If you create simple character and you add the stuff for exemple bag or chest ?

  • @okidokidraws
    @okidokidraws Před rokem

    The first character looks like Chrono from Chrono Trigger. Like a revamped version.

  • @PZAXR
    @PZAXR Před 3 lety +2

    I actually figured out how to skip sculpting and retopology. XD

  • @bexymathew9668
    @bexymathew9668 Před 3 lety

    Just one doubt,is it ok to do subdivision surface.will it be laggy ?

    • @grabbitt
      @grabbitt  Před 3 lety +1

      Not sure what you mean

    • @bexymathew9668
      @bexymathew9668 Před 3 lety

      There is a modifier for subdividing surfaces, right

    • @bexymathew9668
      @bexymathew9668 Před 3 lety

      When we finish retopology, is it ok to subdivide the surfaces

  • @localthreat1164
    @localthreat1164 Před 3 lety

    You should give that low poly model you made a year ago with the rigging tutorial you should try to give it clothes

  • @RayStudio95
    @RayStudio95 Před 3 lety

    Yeah Retopo is very useful. Better get used with it

  • @CapsVODS
    @CapsVODS Před 3 lety

    can you bring back the link where i can buy you a drink? i was just talking about retopology yesterday with my friend, and i said i wasnt exactly sure what it is. So this was right on time

    • @grabbitt
      @grabbitt  Před 3 lety +1

      yeah my paypal is in the description :) thanks

    • @CapsVODS
      @CapsVODS Před 3 lety

      @@grabbitt oh my bad missed it!

  • @gunnarb5194
    @gunnarb5194 Před 3 lety

    When you say that a game model is typically 20-30 thousand faces, does that mean 20-30k triangles so I'd have 10-15k quads in a clean retopologized mesh?

    • @grabbitt
      @grabbitt  Před 3 lety

      I think it quads but can't remember now

    • @SianaGearz
      @SianaGearz Před 3 lety +1

      There's frequently a limitation that a game engine mesh vertex buffer for any given drawable must not contain more than 65535 vertices. If you had a mesh of 30k quads, you could be coming dangerously close to touching that boundary, and would need to tiptoe around in editing that you don't cross it. But if you're at half that figure, you don't need to worry too much that the next minor editing operation will suddenly make too many polygons. It's fundamentally possible to make bigger meshes than this count, but they'll take twice as long to transfer to the GPU for the same number of vertices and will take up twice as much VRAM.
      Generally you want to keep your polycount as low as you can while achieving your visual goals. Micropolygons are bad for performance. Thanks to unified shaders, consider that you have a budget to compute several million pixels + vertices in total, with a little weighting perhaps, so excessive vertex count in millions in total for the scene absolutely will eat into your pixel budget, for one, and for other, rasterisation actually happens in blocks of several pixels per polygon, like 8 or so, and when most pixels in this block aren't occupied by the polygon that is being currently rendered at all, well that's wasted performance. So if your average polygon size as-rendered is smaller than several pixels, the performance can start to fall off a cliff.
      There is no abstract guideline to how complex a model should be, without considering the type of model and the scene as a whole. Do you have LODs? How many models will be visible? How much screen real estate are each expected to take up? How much overdraw is there? Because ultimately you need to keep not so much perhaps a single model within any given budget, but you predominantly need to keep the complexity of the whole scene to a reasonable level. A scenario with thousands of entities will have different requirements than one with just a dozen. It wouldn't be perhaps too absurd (though maybe still excessive) to see a 1vs1 fighting game dedicate like 300k polys per character, and have them split into like 10 different drawables each, and maybe give 10k polys to the whole environment otherwise.

    • @gunnarb5194
      @gunnarb5194 Před 3 lety

      @@SianaGearz Thanks for the awesome reply, that explains a lot =)

  • @darth_hylian
    @darth_hylian Před 3 lety +1

    Making game assets I assume you're a bit of a gamer yourself. What are some of your favorite games?

    • @grabbitt
      @grabbitt  Před 3 lety +4

      Have'nt played a game for a while but witcher 3 is still my fav

  • @knightsredemption8172
    @knightsredemption8172 Před 3 lety

    Bro remember the fundraiser you did I can’t find the link to the corses

    • @grabbitt
      @grabbitt  Před 3 lety

      Links are in the description. My courses so still have a discount but not as much as over that weekend

    • @knightsredemption8172
      @knightsredemption8172 Před 3 lety

      Ok thanx

  • @inkofthedragon
    @inkofthedragon Před rokem

    I'm new to modelling. I'm curious why sculpt a model with a high poly count in the first place if you know you'll need a low poly count in the end? Why not just sculpt a low poly model in the first place? Thanks from a noob

    • @grabbitt
      @grabbitt  Před rokem

      You can still use the detail from the high poly in a normal map

    • @mr.lunatic3157
      @mr.lunatic3157 Před rokem

      so you can bake the high poly maps to the low poly model ..easily and you cant sculpt a low poly model 😂

  • @1_Arii_1
    @1_Arii_1 Před 10 měsíci

    I have a basic understanding of retopolgy but its so hard... I dont know how to get better at it....

    • @grabbitt
      @grabbitt  Před 10 měsíci +1

      It's just a practice thing

    • @1_Arii_1
      @1_Arii_1 Před 10 měsíci

      I dont want to be annoying. But I have so many questions. Is there a Place where I can ask them. Its more about how to do stuff..@@grabbitt

    • @grabbitt
      @grabbitt  Před 10 měsíci +1

      try the different forums and discord servers :)

  • @ziyad3825
    @ziyad3825 Před 3 lety

    why did u stop making the game ready axe tutorial

    • @grabbitt
      @grabbitt  Před 3 lety

      Views were very low and I think there was enough for people to compete it now on their own

    • @ziyad3825
      @ziyad3825 Před 3 lety

      @@grabbitt oh ok

  • @prettyskeasy
    @prettyskeasy Před rokem

    Ahh I misred the title. I read "Reptology" and wondered if this is a very special modelling teqnic for reptilian humoids.

  • @pratyushgupta8999
    @pratyushgupta8999 Před 3 lety +1

    my pc chokes when sculpting high poly

  • @keelfly
    @keelfly Před rokem

    You should also focus on WHEN we need it. We don't always need it really. Too much importance has been put in Retopology and Unwrapping, and it is not always necessary to waste so much time.

  • @tysean0816
    @tysean0816 Před 3 lety

    I hate it so bad. I've got tones of sculpts still trying to figure this out.

    • @grabbitt
      @grabbitt  Před 3 lety

      maybe wait to find out about the automated tools in the next video

  • @adityaprabhu1307
    @adityaprabhu1307 Před rokem +1

    61 years old and just purchased tNice tutorials software. i love making my own soft

  • @user-pu6vs4fg1y
    @user-pu6vs4fg1y Před rokem

    missing my ti line sir.

  • @lazyblenderguide
    @lazyblenderguide Před 2 lety

    What do you guys to keep yourselves awake through these blender tutorials?

  • @HarnaiDigital
    @HarnaiDigital Před 3 lety +1

    Once again 1st

  • @yezzzsir
    @yezzzsir Před 3 lety

    The Good the Bad & the Ugly. Nice one lol! (wasted on the young ;-) )

  • @acabtitano4631
    @acabtitano4631 Před rokem

    is tNice tutorials ASMR?

  • @nelyrions1838
    @nelyrions1838 Před 3 lety +1

    5 minutes into the video and i can already hear the screeching and whining from people who use booleans and doesn't clean up afterwards, you know who you are, please stop.

  • @DisgruntledPigumon
    @DisgruntledPigumon Před 3 lety

    Please be careful with your native English, as you are influencing countless thousands of people who are often not native English speakers and are learning by your words.
    “The first video looks at what is retopology? and why do we bother?” INCORRECT. 😱
    Are you telling me something, or are you asking me two questions? 🤔
    “The first video looks at what topology is and why we bother.”
    CORRECT 😃
    You were making statements of fact, not asking the viewer questions. 👨‍🎓

    • @Lavicious
      @Lavicious Před 3 lety

      It’s rhetorical questions.