5 Topology Tips That Will Get You HIRED

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  • čas přidán 12. 05. 2024
  • ➡️ Overwhelmed with 3d modeling & Topology? Start creating Professional 3d models with my FREE guide:
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    In this 3d modeling tutorial, I will explain why most 3d artists struggle to learn topology and give you my top 5 tips on how to quickly improve. The 3d modeling topology principles can be applied to most 3d modeling software like Maya, Blender, and 3d Studio Max.
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    In this 3d modeling tutorial, I will explain why most 3d artists struggle to learn topology and give you my top 5 tips on how to quickly improve. The 3d modeling topology principles can be applied to most 3d modeling software like Maya, Blender, and 3d Studio Max.
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Komentáře • 711

  • @jlmussi
    @jlmussi  Před rokem +45

    ➡ Overwhelmed with 3d modeling & Topology? Start creating Professional 3d models with my FREE guide:
    www.clkmg.com/jlmussi/3d-modeling-guide

    • @dereksmall4311
      @dereksmall4311 Před 7 měsíci +1

      FYI if u think models are measured in squares ur wrong a model is always measured in how many triangles there are u sound like a nub

    • @Thesupperals
      @Thesupperals Před 6 měsíci +3

      @@dereksmall4311 To his defense, this tutorial is for those trying to understand some very novice based concepts.
      In general, we can't overload people when we teach, but to be fair we also shouldn't be advertising bad practices to them either. We must be as flawless as possible so they know what is right and what is inappropriate.

    • @umecha1020
      @umecha1020 Před 4 měsíci +1

      @@dereksmall4311 Are there any videos out there that tackle the issue of triangles? I am fighting with "too many triangles" and everyone just says decimate......but it destroys the model with round edges. Any help would greatly be welcomed.

    • @deepakbhatnagar7857
      @deepakbhatnagar7857 Před měsícem +1

      Hey buddy can you explane in hindi dube

  • @pawnmusic
    @pawnmusic Před rokem +639

    This is the kinda stuff you never see in beginner 3d modeling tutorials and yet it is an essential part of good topology. This absolutely should be included and yet…this is the first time Ive seen it. I swear, there are so many teachers that just like to hear the sound of their own voice instead of actually teaching fundamentals. Good stuff!

    • @TheTyroofToriyama
      @TheTyroofToriyama Před 11 měsíci +3

      Yep on Blender there are levels to this game…
      I see people (no offense) with limited knowledge of their own techniques, others turn in rough models and only get through due to unseen habits when stretching the objects in a way that seems no different to ours
      Just the way they mask and they direction they do this would have me believing it works for all of us when the truth is it’s a bit of a jailbreak to begin with. Just pulling it into place and letting it stay slightly taccy

    • @BobJones-cd9mt
      @BobJones-cd9mt Před 11 měsíci +2

      Luckily it was one of the first things that i was taught. Topology. Sadly my teacher (taught 3D game avatars and objects) past away and now Im self teaching from you tube vids. Im happy I got to spend a year with him and his knowledge. All the best out there.

    • @chickenmadness1732
      @chickenmadness1732 Před 11 měsíci +11

      Cus most 'teachers' on youtube aren't actually industry professionals and don't know what the industry practices are. They're just hobbyists.
      If you join an actual course taught by former game devs and VFX artists topology is one of the first things you're taught and it's drilled into you because it's essential for keeping poly counts low and also rigging animation etc. Even UVs and Textures will take up more memory if the topology is bad because it can't be tesselated properly after unwrapping.

    • @CaritasGothKaraoke
      @CaritasGothKaraoke Před 9 měsíci +2

      No, it isn’t an essential part of “good topology”.
      This current trend of “tris are awful but poles are acceptable” is literally exactly backwards.

    • @galvanicdreams3559
      @galvanicdreams3559 Před 9 měsíci +2

      Glad this vid came in my feed, just starting to learn blender and wanted to know some good habits to look into >.>

  • @karathrace8101
    @karathrace8101 Před 10 měsíci +1429

    For people who want to work in gaming industry - "bad" topology for game ready assets is not always a bad thing, it's often what keeps games playable

    • @suicideposter
      @suicideposter Před 10 měsíci +251

      You need good topology for anything that deforms though (like animated characters).

    • @adamnsexyname5836
      @adamnsexyname5836 Před 10 měsíci +99

      @@suicideposter yea wich is not a lot in the grand scope of things, does depend on the game tou

    • @whynotanyting
      @whynotanyting Před 10 měsíci +195

      Yeah, there's a major difference between "close up of animated character's face" and "prop hurricane lantern in the background." And an experienced 3D artist will know how to divvy up that time to get the best of both. That being said, in early development, it's a really good exercise to be thinking of how to topologize random assets that you may be making along the way.

    • @Ilu-vb8ff
      @Ilu-vb8ff Před 10 měsíci +117

      As a modeler and animator in the game industry, this is kind of true, it depends on the model and its use. For characters we are always asked for a clean topology and a good polygon flow. Also for games is very important to use the least polycount possible, so you have to know what areas to "sacrifice" and use less polygons.

    • @DatAsianGuy
      @DatAsianGuy Před 10 měsíci +14

      @@Ilu-vb8ff besides if it's about details, isn't also just possible to use stuff like bump mapping to add the details without having to create good topology or add a billion polygons.

  • @andrewhacker5141
    @andrewhacker5141 Před 10 měsíci +206

    Faking topology with normal or height maps is actually a key tool for (not) modelling! Thanks so much for pointing this out and for making the clear link between good modelling and good UV mapping and texturing!

    • @grubage
      @grubage Před 10 měsíci +6

      if your baking your own normal maps there is no faking it, once you have a good normal map to put onto a low topology model it doesn't matter how you baked the high topology model. this only really applies to baking normal maps and video games.

    • @ryonagana
      @ryonagana Před 10 měsíci +1

      games do that all the time

    • @BioClone
      @BioClone Před 10 měsíci +1

      @@grubage Well It is still faked, just is a fake handmade design that will "fit like a globe" for certain model... the problems is that when it is used most of the times would over on a destructive process rather other process. (as the original low poly gets also decimated, ussually turning the mesh a pain to work on it again, and relaying mostly on the normal map to get a decent aproximation of the original... (probably you will lost more than 50% the detail on the original mesh being alone)

    • @kingdomkey599
      @kingdomkey599 Před 7 měsíci +1

      @@BioClonegenerally when we bake it we apply the now baked normals to the low poly model. This then allows use to save more resources if imported into a game engine

    • @BioClone
      @BioClone Před 7 měsíci

      @@kingdomkey599 I know how it works but fake things still are fake things. Bake is always a single direction workflow. That is why videogame models never will look good enough if used, for example on printing

  • @LondonCreativeCG
    @LondonCreativeCG Před 10 měsíci +12

    I've seen DOZENS of CZcams 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.

  • @leigero
    @leigero Před 8 měsíci +16

    Honestly I'm a beginner blender user and I've looked for this advice everywhere and couldn't find it. This is a great video. I tried to model a gun and ended up using loop cuts like mad that stretched the length of the gun every time just to get detail in one place and I was absolutely stumped on how to get detail in one place without over-complicating the rest of the mesh. Other tutorials used separate parts and just made them LOOK connected, but this was great. I think I'll take another stab at the model.

    • @jlmussi
      @jlmussi  Před 7 měsíci +3

      Glad to hear you're going to try out your gun model again. Let me know how it comes out!

    • @pointlesstinkering
      @pointlesstinkering Před 4 měsíci +1

      If you're using blender, here's a fun thing: in sculpt mode, there's a way to 'paint' detail of the mesh by using dyntopo. You can literally paint areas where there ought to be more (or less) topology by adjusting the dyntopo detail size, which does a lot of the manual re-routing work for you. If you're using the draw brush with 0 strength, you can apply just the dyntopo topography changes without deforming the mesh.

  • @sonachine69
    @sonachine69 Před rokem +17

    Are you some kind of wizard or guiding angel lol. Every time I run into some problem in my 3d modeling learning, you immediately upload a video on that particular problem. I can't thank you enough🔥

    • @jlmussi
      @jlmussi  Před rokem

      Awesome, glad I could help.

  • @MyNamaAdam
    @MyNamaAdam Před 10 měsíci +49

    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.

  • @vishnurk1617
    @vishnurk1617 Před rokem +5

    I've acquired 80% of my Maya knowledge from your channel. Thanks for educating and supporting us. You're the best ❤️❤️

  • @helenxyz6040
    @helenxyz6040 Před rokem +16

    Thank you very mush for this great video, which helps me to learn a lot in this weekend. The topology in 3d models seems not only a new tech for the artists with traditional art background, but may also for people used CAD before with engineering background. Thanks for this video that guides me to dig and understand the relationship between topology and meshes, which I was very confused before. The topology tip three you taught about 'doing separate pieces at the very end of/or towards the end of the modeling stage' is really helpful for my recent modeling. Really appreciate.

    • @jlmussi
      @jlmussi  Před rokem +2

      Glad you liked it Helen! Creating separate parts is a very useful strategy to use in the right scenario.

    • @AlexTsekot
      @AlexTsekot Před rokem +3

      Another fantastic tip that everyone should hear (credit to FrankPolygon on the Polycount forums) is that Subd will ALWAYS be just an approximation. Pinching will always happen in one way or another. Time is your most valuable resource so you should always cosider what the purpose of your model is. If the camera never gets too close there is no point bashing your head to get perfect topology. Same goes for baking High > Low. Nobody cares about your highpoly as the end user will never see it, use every trick you can to save yourself time (ngons baby!). A finished model that looks 75% great is better than an unfinished one with perfect topo.

  • @user-zi1ru7ru8f
    @user-zi1ru7ru8f Před rokem

    I've been waiting for a video dealing with topology like this!
    I struggle with dealing with topology, so this video is a lifesaver for me!
    Thank you so much!

  • @phalhappy8612
    @phalhappy8612 Před rokem +97

    I 've been learning Blender for 4 years and no tutors I learn from has this indepth and clarity level that you have.

    • @jlmussi
      @jlmussi  Před rokem +4

      Thank you, much appreciated!

    • @qupation7296
      @qupation7296 Před rokem +3

      Same. But to be fair, I'm only taking topology seriously now.

    • @Lync1111
      @Lync1111 Před 9 měsíci

      After reading what (Phal Happy) said. Can a total beginner go from 0 to 100 just studying through you JL Mussi?

  • @JWPanimation
    @JWPanimation Před rokem +51

    One thing to consider when modelling is how the geo will light and render. For hard surfaces, I assign a work material with a strong tight specular. Then I take a point light and put it under a null and then slowly rotate it around the model. This way I can see any irregularities or bumps in the curved planar sections and whether or not there are pinched subdivisions when applying smooth. You can see how the bevels are working too. Your lighter will love you if you can deliver beveled models that are silky smooth when a light or refection travels across the surface. You can sometimes iron out the mesh bumpiness by using the Edit Mesh > Average Vertices command.

  • @agsv7104
    @agsv7104 Před rokem +2

    Thank you very much, I never understood my former teacher and I used to get frustrated every time I modeled. You explain everything so great and I finally can enjoy modeling :D

  • @GoldenMoonFilms
    @GoldenMoonFilms Před 8 měsíci +18

    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.

    • @mpbMKE
      @mpbMKE Před 6 měsíci +11

      The GPU will triangularize all of your topology before rendering, anyhow. Keeping things in quads is really for making it easier to work with the model. That is, not breaking edge loops, better results from subsurf and deformation, dynamic simulation, ease of UV mapping, etc.

    • @GoldenMoonFilms
      @GoldenMoonFilms Před 6 měsíci +1

      @@mpbMKE agreed

    • @furikakez
      @furikakez Před 4 měsíci +1

      Not true for the deformation part. Actually I'd say it's the opposite specially with low polys. We use triangles for parts of the models that are going to deform a lot, and we use quads for better workflow but triangulate at the end. Usually all main joints of the character like shoulders and elbows, also the face to be sure the shading looks good, and all clothes that have thickness or are overlapped.
      The reason is that the engine only renders in triangles, so either the engine triangulate automatically when render, or when importing. This automatic triangulation might not look good with some deformations, or it might even flip automatically if it's done with the render (like it happens inside Maya viewport) so we do the triangulation manually.

    • @mechadeka
      @mechadeka Před 3 měsíci

      Quads are just two triangles that have been automatically, arbitrarily divided.

  • @mk_787
    @mk_787 Před rokem +1

    These are super handy things to get anybody started on making clean models and also to have much better control on the mesh. Great tips for efficiency and accuracy!

  • @zocuad6710
    @zocuad6710 Před rokem +45

    Great video. One artist said UV's are a "necessary evil". Maybe one day we'll do without them, but until then, learning how to UV unwrap is important. I don't use Maya for 3D modeling, but your videos have given some great insight on 3D modeling methodology. Keep up the great work.

  • @Barreta91
    @Barreta91 Před rokem +1

    This content is gold. I work with Blender, but I really enjoy your videos. I think every beginner should watch these tips. In fact, I'm going to use some of them in a project I'm working on right now. Thank you, Mussi, for your help in this and other videos.

  • @rexrip1080
    @rexrip1080 Před 9 měsíci +3

    What really works for me is that I basically add loops before adding booleans and once I apply then I work on that specific part of the model before moving to another boolean. I delete the areas around boolean parts (so anything between the bool parts and the loops I added around the part before applying) and then reconnect the high density area to the low density areas by reducing the poly count between them (reducing the density on the edges of boolean parts in the "transition zone")...
    This way, I am reducing the poly count all the time and progressively with the progress of the model. Since I am limited by the parts with low poly count, all the boolean parts need to be perfect. If I have an extra vertice, I fucked it up and need to chase down my mistake in stead of trying to fix it later... The places that have a lot of details have higher density and are connected by a low density area (so basically details are connected by a large area of simple geometry via the transition areas).
    There are two downsides to this method:
    1) It requires that you can imagine the whole model and reconstruct if from memory since you need to think about geometry before actually making it.
    2) Works best for non-organic things (hard surface), so it is more adequate for level design (I am in that field so it suits my needs)
    Sorry if I explained it really bad, I am a non-native speaker so some more complex stuff can be hard to explain... Also, I work in Blender. That being said, good geo is an universal skill...

  • @R1PPA-C
    @R1PPA-C Před 8 měsíci +4

    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 dude...just need to use maya controls in 3ds max so I can follow your shortcut keys, subbed and props

  • @bohoaDev
    @bohoaDev Před rokem +5

    I have been going through your vids recently and just have to express my gratitude for your work. You explain things very well and your videos have helped me grow as a 3d artist. Thank you. Also, SubD modeling has been the most useful for me so far, so the localized density was wildly helpful!

  • @IshamPadron
    @IshamPadron Před 10 měsíci +4

    I've been doing this for years and I would say this video is perfect for any and every 3d artist especially a beginner. Its easy to get to high sculptural detail with out great topology but in the end if you want to pose or animate or texture that thing bad topology will make sure you redo all that work again to get a desired result. Having bad topology is a huge limiter in every package. I always have to remind myself what the end goal is for the thing I'm working on with consideration that i might want to do more later like animate or 3d print it. It's always best to push yourself to be not be lazy and do it right the first time with good topology.

    • @jlmussi
      @jlmussi  Před 10 měsíci

      I appreciate the feedback!

  • @fullyleaded
    @fullyleaded Před 10 měsíci +1

    This is such a good video. I remember when I first started learning Blender I saw this video but soon as I saw it was all in Maya I skipped it and what a shame because this knowledge is applicable to any polygon modelling software like Maya, 3d a max, cinema 4D and blender and is one of the best videos on topology that I’ve seen!! Thank you for sharing.

  • @cerebralvision
    @cerebralvision Před 10 měsíci +16

    Topology type depends highly on the application. For example, if youre doing low poly models for gaming, you would need the high poly dense model to transfer the texture map of the low poly in substance or whatever. It's completely different for industrial design and also completely different in film. However, as a global practice, good topology is important for decent UV maps.

    • @Lync1111
      @Lync1111 Před 9 měsíci +1

      Ok so why is he not speaking on this?

    • @cerebralvision
      @cerebralvision Před 9 měsíci +7

      @@Lync1111 every industry has a different pipeline on how they optimize their assets for production. As a baseline, it's good to follow his recommendations when handing off models to other people who will be using them for implementation. However, it may not be how the final state of the assets end up.

  • @sianjones2102
    @sianjones2102 Před rokem +2

    As always JL, a great video. Really compliments your 3D mastering Topology course. Top job

  • @MarkBluett
    @MarkBluett Před rokem +2

    Thank you, This video gives great coverage to good topology. I'll be getting my new 3D modelling students to watch this at the start of modelling process. Cheers mate!

    • @jlmussi
      @jlmussi  Před rokem +1

      I appreciate the support 🙏

  • @lbpdluis
    @lbpdluis Před 6 měsíci +3

    i have worked with so many people with the "all quads mind" making hard surface non deformable videogame assets, and they always be delivering the most unoptimized model ever with too many useless geometry, and it get sfrustrating quickly, so remember:
    characters / deformable objects: triangles are bad
    hard surface non deformable objects: triangles are good

  • @bede100
    @bede100 Před 11 měsíci

    i´m from Brazil and here is kinda difficult to get good stuff on 3D Modeling tutorials videos, you are helping me so much on this, thanks for all of your videos. 😄

  • @scottcourtney8878
    @scottcourtney8878 Před 10 měsíci

    Awesome info, and thanks so much for sharing! I'm a firm believer in the power of height maps and normal maps in my shaders, especially when the rendering stack supports vertex and/or pixel displacement. There's always that line, though, of how much you can get away with relying on the shader and how much you really need extra geometry. I was amused by your comment of relying heavily on modeling because you could -- I am currently in the reverse situation, having gotten too much in the habit of "I'll do that in the shader" and am now using tutorials like this one to take my hard surface modeling to a better level. :)

  • @consoleoftexas
    @consoleoftexas Před 10 měsíci +2

    I love your breakdown on topology. This is probably the hardest thing to learn for early modelers.

  • @KUBE.archvis
    @KUBE.archvis Před rokem

    I wish i had this about 4 years ago when starting out. I was, even in the beginning very meticulous about good topology. But had a hard type finding resources to help me understand how. So I had to learn trial by error. And still to this day search for information to help me improve. Thanks! Also i have always avoided booleans because of the mess they create but after watching this, i am considering giving them a second chance. They would be very useful in some situations.

  • @alexandrearaujo4256
    @alexandrearaujo4256 Před 10 měsíci

    Greetings from Brasil. I am not a Maya user, I am Blender enthusiast and I learned a lot from your video, thank´s so much. You explained complex stuff in a very easy to understand way.

  • @newnengates3764
    @newnengates3764 Před rokem

    Thanks for sharing this information. I'd struggled with texturing and uv mapping/ and topology in the past any clarity and new information on this subject is thoroughly needed. Thank you.

    • @jlmussi
      @jlmussi  Před rokem

      I'm happy I made your 3d journey a bit easier.

  • @pawnix4122
    @pawnix4122 Před 8 měsíci +13

    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.

    • @d3nshirenji
      @d3nshirenji Před 2 měsíci +1

      Might be useless for this echo chamber but this is the most correct point of view here, using triangles to connect a curved surface (as in the false thumbnail), especially for hard surfaces, would be slightly more optimal. Even with organic stuff you can put triangles where there are no deformation (or where they are hidden) to optimize the mesh better, but people seemingly tend not to care about optimizations so much anymore.

    • @pawnix4122
      @pawnix4122 Před 2 měsíci +1

      @@d3nshirenji Great minds think alike.

  • @artbybruno1734
    @artbybruno1734 Před rokem

    Great video JL. All the points you touched are fundamental for creating great Art! You know your stuff!

  • @maximumcomputing780
    @maximumcomputing780 Před rokem +1

    These are the type of tutorials hard to find for free, Good one JL.

  • @00000o0o0
    @00000o0o0 Před rokem +1

    You are great, thank you. More complex examples would be appreciated. Maybe a more in depth look at balancing mesh density on a vehicle model, for example, without ruining complex curves.

  • @SawyerArtOfficial
    @SawyerArtOfficial Před 8 měsíci +1

    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 anything..to fix a car, you have to have experience solving problems associated with the car..The 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!

    • @jlmussi
      @jlmussi  Před 8 měsíci

      I appreciate the feedback and glad you enjoyed the video!

  • @ProxCyde
    @ProxCyde Před měsícem +3

    According to the thumbnail, smooth previews get you hired! Easier than I thought it would be ;p

    • @therealzahyra
      @therealzahyra Před měsícem +1

      The smooth preview also has good topology, but nice try

  • @johnchandler3458
    @johnchandler3458 Před 10 měsíci +12

    I’ve been learning modeling for years; and although I’m still comfortably amateur, I can tell I’m improving by watching videos like this and thinking “well, duh,” and at the same time, remembering that none of this is second nature at first. Great video though, first class advice.

  • @nullreference3699
    @nullreference3699 Před 5 měsíci

    Thank you, I've been interested in 3d modelling for a long time and have tried to find help in this area but nothing made sense. Your explainations are clear, concise and actionable.

  • @hungry_pen
    @hungry_pen Před rokem

    Frankly saying I am watching ur videos daily! It really improve my! Topology and hard surface modeling 📌❣️✨good going brother! Love from 🇮🇳India

  • @GameDevNerd
    @GameDevNerd Před 10 měsíci +59

    If you've got your sights set on the game industry, then my advice is don't _only_ learn modeling ... learn to write code and shaders and how graphics really works, and sharpen your tech art skills. You'll be literally unstoppable, especially if you pick up animation later and learn to write code and scripts to do things with them.

    • @GameDevNerd
      @GameDevNerd Před 10 měsíci

      @obscuretenet that is one way to reduce it down and strip it of its essence, but a technical artist _is_ a thing and I'm suggesting it because I know how difficult it is for studios to find people with those overlapping skill sets. Every studio wants/needs this but can't find it, hence the reason we refer to such humans as "unicorns" and things like a shader/animation or graphics tech art as "unicorn skills" -- it will put you first in line for jobs. 🦄
      And it's also not bad advice from the perspective of AI threatening traditional 3D modeling techniques and tools, nor from a self-reliant indy/hobbyist dev's perspective who wants to make better games faster and at less cost. So, yes, I absolutely thought it through.

    • @camilaterrazas3310
      @camilaterrazas3310 Před 9 měsíci

      Write code? what you do mean ? programing?

    • @stickyfox
      @stickyfox Před 9 měsíci +4

      Everyone I know who's worked in the game industry has told me there's vastly better opportunities adjacent to game production. Local TV, syndicated news, podcasts, streamer branding... you name it. The absolute last resort is to get a job at EA or Activision where you'll work at your breaking point until you're fired or burn out and a willing replacement tags in.

    • @steve00alt70
      @steve00alt70 Před 8 měsíci +1

      ​@@stickyfoxor selling your 3D model assets on open source market

    • @GameDevNerd
      @GameDevNerd Před 4 měsíci +1

      @talkingplants6331 Unreal uses C++ primarily. Unity uses C# primarily. Java is not very commonly used in game development but I have seen it before, back in the day at least. I've never seen a game in Swift but if you're targeting only Apple devices or building your own unofficial compiler then I'm sure it's possible.

  • @PeirotheFirescare
    @PeirotheFirescare Před rokem +1

    Nice tutorial like always. Especialy your Substance Painter tutorial helped me a lot while learning. Here is maybe a video Idea for the future. How would you prepare CAD data from lets say solid works to a 3d model with clean topology. Keep up the great work.

    • @jlmussi
      @jlmussi  Před rokem +2

      Glad you liked the SP video. I plan on doing more videos on working with CAD data.

  • @zanyvisuals9449
    @zanyvisuals9449 Před rokem

    wow, your story telling skills and knowledge (teaching) is really good, I was hooked to the video from start till end !

  • @YAMZOOON
    @YAMZOOON Před 4 měsíci

    I agree with making use of UV mapping, texures and separated meshes. When I started out, I always thought that every single detail has to be modelled from text, to labels or anything else. However, after working on a lot of projects, I realized that not everything has to be modelled as a mesh. It would be difficult to both create and modify if a client wants to make changes. So, separating meshes, using textures and such made me work smarter, not harder.

  • @Thesupperals
    @Thesupperals Před 7 měsíci +3

    Remember people, ask yourself what category you will be modeling for. This will answer your approach to these newbie "tips". And no. Lower your expectations, these will NOT guarantee your hire. The art industry is tough and the gaming industry is tougher. They will always expect you to be multifaceted, the game industry will expect more and both of them will have you perform other tasks which really should not be in your skillset.
    Secondly, the way JL Mussi approaches the rerouting pattern is perplexing because he performs a bad habit for newbies and a bad explanation overall. The way an edge loop works is by placing an edge between 2 mirrored triangles to form a single face. When you need to route an edge to follow a specific pattern, the corner(s) that will represent your angle will use 3 vertices from a single face- or in other words and more notably use 2 vertices from 1 triangle and 1 vertices from another triangle, and because you cannot perform an edge loop with triangles, we sacrifice speed for accuracy by using faces.
    Also, please always keep in mind where you will be placing a texture in replacement of hard surface. In videogames for example, most details that are non interactable features are often just textures. For example GTA 5 buildings and windows are with textures. When they involve a building's innards and interactions, they replace the asset.
    Last but not least, the worst practice you can have is to keep a constant subdivision modifier equipped (unless it is an animation that uses rounded features such as organics like humans. This also translates well with UVs). This abysmal practice is absolutely horrendous. Why? Well, this should never be your final result. The point of topologizing your mesh is not only for having good flow, clean topology and to animate well, but it is also to lighten the computational load and remove the visual impairment often portrayed by rounded edges when they should really be straight ones. The best example typically comes from the idea that the subdivision modifier subdivides the entire mesh instead of making use of localized density. You have little to no control over which parts of the mesh that must be subdivided by the modifier.

  • @hazzabe32
    @hazzabe32 Před rokem +5

    Loving this video so far!
    Throughout my entire time at College, everyone would make fun of me for understanding the technicalities for 3D Modelling
    I have been watching your videos for the past 2 years and I am so glad that I have been able to hone in on my Topology and Modelling workflows all the more thanks to you!
    Thank you!!

    • @jlmussi
      @jlmussi  Před rokem +1

      Glad I could be a part of your 3d journey!

    • @hazzabe32
      @hazzabe32 Před rokem

      @@jlmussi You will ALWAYS be part of the journey
      Keep doing what you do best!

    • @ledass7120
      @ledass7120 Před rokem +2

      Why would people make fun of you for knowing topology ?

    • @hazzabe32
      @hazzabe32 Před rokem +2

      @@ledass7120 Because the only way they model is through non-subdiv preview. As JL Mussi put it well "Topology is for suckers, man"
      Therefore, they think that they are on a higher playing field all because they think that making your models look good is a waste of time

    • @ledass7120
      @ledass7120 Před rokem

      @@hazzabe32 lol well good luck to them when they need to retopo a model or uv something. Lately people have been boolean happy, it looks like at the beginning but turns out to be useless after a while…kind of like me lol

  • @Alar.Lillevali
    @Alar.Lillevali Před 6 měsíci

    Hello, just randomly came across your video when I asked myself repeatedly if I should start working with 3D again. I take it as a hint! You are a perfect teacher!

    • @jlmussi
      @jlmussi  Před 6 měsíci +1

      Thanks, much appreciated!

  • @DaemonForce
    @DaemonForce Před 7 měsíci

    This is great. I've been away from 3D modeling for a long time and will likely need these techniques soon. Thanks.

  • @MikkoRantalainen
    @MikkoRantalainen Před rokem +1

    Great video and all these tips are fully usable even though I'm actually using Blender instead of Maya!

  • @MikkoRantalainen
    @MikkoRantalainen Před rokem +2

    3:10 I feel you. I can draw pretty well and high poly sculpting has felt surprisingly easy for me but trying to create optimal topology is really really hard. I'm still on the borderline if AI guided topology is going to fix the issue faster than I can learn it (when I do 3D modeling as a hobby only).
    After watching this video, I think I'm trying to avoid poles too much (e.g. "5 star points") and I end up with excessive edge loops all around the object.

    • @BioClone
      @BioClone Před 10 měsíci +1

      The best Tip I can give to this is, when creating a new shape, always minimize those to zero, this means never allow other than quads, if you do one step and you got triangles or similar, correct then before moving ahead the shape. This also forces you to pre-plan significantly the design and start with rough topology and later relay on modifiers to get a higher polycount.
      The problem of "leave then for later" will multiply your frustration easily x2 or x4 even with success, not even talking about what would happen when you invest 3 hours on retopology and notice you are not making any progress. Not saying it would be impossible but certainly it can be a time sinkhole and I think is only ok when you really want to invest time on a trully original, or unfortunated "fun modeling" where you over with a great shape but terrible topology.
      PS: Mini Tip: the most important part of the topology are the "corners" make well the corners and the topology most of the times will become clean and closer to be the most efficent ratio poly/quality you can get on certain shape. Like on a puzzle if you need to start with a main fundation, start on a corner and define the others from this one, if you manage to follow the quad rule meanwhile the experience of modeling feels like when using a bike you reach a downward slope.

    • @MikkoRantalainen
      @MikkoRantalainen Před 10 měsíci

      @@BioClone Sure, if you do simple enough objects, it's easy to use nice flow with quads from the start. However, if you're sculpting e.g. a dragon with horns and spikes in the spine + wings, it's very hard to keep nice quad flow during the sculpting.

    • @BioClone
      @BioClone Před 10 měsíci +1

      @@MikkoRantalainen Yeah organic elements are harder to conceive with good topology but it still aplies, While not my main interest actually I noticed with human modeling that correct topology por organic things are even more welcome in comparison with non-organic stuff.
      On that case for example I would consider split elements (such horns) and maybe wings depending how is going to be the model (if the muscules for the wings pretends to be realistic most probably this wont be a good idea) and then apply the same philosophy, such start on the "nose" or on the Ears. and move towads the chin, then from neck to shoulder etc..
      At the end this remembers me like planning a city on certain games such Cities Skylines... If you plane the main cross roads (in the case the corret topology and poles on the main geometry points) then later is much easier to develop a working model.

  • @LukasChrapek
    @LukasChrapek Před 10 měsíci

    Pretty great video, lots of info, what I learned hard way, in my beginnings.
    Little stuff what I noticed, in video, in first topology tip, reroute, this is great stuff. People have to be aware that this method on curved surface with very glossy material, like chrome or car paint, can cause reflection distortions. And in destroy and rebuild tip, in Maya you can usually use Edge Flow tool, that way not need to always delete and rebuild topology.

  • @hoplite6164
    @hoplite6164 Před rokem

    one thing i learned that changed the way i see re-topology was that you can have a 3, 4, or 5 edge connecting vert and any more causes too much stress and should be avoided

  • @frederickgalleza3841
    @frederickgalleza3841 Před 10 měsíci

    This video answers a lot of my doubts in my practice especially in making separate parts and proper topology flow. I usually didn't care about how topology arrangements between those parts and flow of them but well after i started to make more complex ones like sail ships it becomes noticeable the weird parts so after feeling irritated i just drop it.
    Maybe i can try again but i guess i should start on simple ones first and fix my bad habits

    • @jlmussi
      @jlmussi  Před 10 měsíci

      Glad this helped things click for you. Thanks for being here in the comments section. I appreciate ya!

  • @aymanfatani
    @aymanfatani Před rokem

    Wow what a fabulous tips and tricks of topology and modeling technique ..Thanks For this Greatness one ❤❤❤

    • @jlmussi
      @jlmussi  Před rokem

      Glad you found value in the video.

  • @DIABULUSKIRA
    @DIABULUSKIRA Před 13 dny

    I am in 3D modeling for some time, with breaks in between, and this is one of the best videos for good topology. I am currently using only blender for 3D modeling, but this can be applied to any 3D modeling software. I have watched many begginer and more advanced tutorials and i have finished some of Udemy courses but none of them mentioned these details like you did in this video.
    This video was very helpful for some of my current projects than i am going to do.
    Thank you very much

  • @adnankhanart878
    @adnankhanart878 Před rokem

    Realy helpful video Mussi. Im grateful to be your subscriber.

    • @jlmussi
      @jlmussi  Před rokem

      I'm thankful for your support 🙏

  • @raymondhernandez9716
    @raymondhernandez9716 Před rokem

    wow great video! this is exactly what I've been looking for. thank you thank you thank you

  • @SiriusTrance
    @SiriusTrance Před 10 měsíci +20

    For Games topology doesnt matter much unless you are deforming . As long you are retaining form for your targeted resolution you are good to go .
    For clean surface normal you can always get away with hard and soft edges ( MAYA ) , transfer normal , bake & etc , or you can just crease it and clean it up in Zbrush.
    Certain console has limits in polygon count so you have do the "wrong" topology to save count .
    For starters who are enthusiastic in joining the industry , dont worry too much about the technical and just make Good Art . Technical like this differs from project to project and you are going to learn it along the way .

  • @gamedevai
    @gamedevai Před rokem

    This tutorial. Helped me with everything in topology
    Thanks

    • @jlmussi
      @jlmussi  Před rokem

      Glad I was able to help. 😀

  • @golden471
    @golden471 Před 9 měsíci

    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.

  • @TheTimeProphet
    @TheTimeProphet Před rokem

    I use 3ds max instead of Maya, but most of your tips are valid for that too. I have never tried Maya before. I do use substance painter as well though. I do use the diamond shape a lot in my models too.

    • @Danteso67
      @Danteso67 Před rokem +2

      The principles are appliable to any 3D software that acts in a similar way.
      I am using Blender 99% of the time to do the general stuff and damn this guy is good at explaning the topology.

  • @salamburhan8617
    @salamburhan8617 Před rokem

    Thanks waitting for more of these great tutorials

  • @cn6519
    @cn6519 Před 3 měsíci

    Awesome and concise vid. Love videos that are well outlined and get straight to the point.

  • @resetXform
    @resetXform Před 9 měsíci

    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.

  • @andrewadams9924
    @andrewadams9924 Před rokem

    Incredible video! Thank you!

  • @HenryBCassidy
    @HenryBCassidy Před 9 měsíci +1

    I only model as a hobby but this video is very concise and informative for me, thank you!

  • @prodiggyson
    @prodiggyson Před rokem

    Missi I just saw you in this video that you did customised shoe designs why don't you make a video of it I'm interested in learning that much as I'm into 3d design and creation love your tutorials bro it's always filled with great information. 👍

  • @alejmc
    @alejmc Před 9 měsíci

    This was a great rundown on modeling in general!
    Now, looking for that Substance Painter tutorial, that one looked great.

  • @NextWorldVR
    @NextWorldVR Před 10 měsíci +2

    *To achieve the exact results in the thumbnail...* 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...

  • @virajsharma5323
    @virajsharma5323 Před rokem

    You are an angel for people like me. Thankyou J💗

  • @phixphixation7261
    @phixphixation7261 Před 10 měsíci

    Thank you for this great tutorial, these techniques are extremely helpful!

  • @priceyindividual2995
    @priceyindividual2995 Před 6 měsíci

    Good stuff. I appreciate that you just explain the concepts involved without banging on about how to actually use the software. That is a big annoyance for me in Blender videos.

  • @animatorved4243
    @animatorved4243 Před rokem

    sir, you are awesome, the video is really helpful.
    Thanks for creating this😍😍😍

  • @TheExFatal
    @TheExFatal Před 11 měsíci

    YOOOO THAT STORM EAGLE LOOKS GORGEOUS, you just earned a sub

  • @johnwalker4787
    @johnwalker4787 Před rokem +2

    Hey man thanks. Topology is something difficult to understand as beginner. Can you make a video explaining different types/styles of modelling ? I have been hearing about subdivision modelling, box modelling, spline modelling, Polygonal Modeling, Surface Modeling etc. Don't understand the difference.

    • @jlmussi
      @jlmussi  Před rokem +2

      Great suggestion John, I'll put it on my list.

  • @lorenzoachilli4106
    @lorenzoachilli4106 Před 9 měsíci +2

    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

  • @AlexaCroft
    @AlexaCroft Před rokem +4

    when you wondered what geometry is going to help you back in school, guess a lot found out when they started 3d modeling 😂

  • @tnzboy
    @tnzboy Před 11 měsíci

    thank you for guide!❤

  • @herohaku
    @herohaku Před rokem

    so nice advise!! Thank you for your video so much !!!

  • @wadeeliason969
    @wadeeliason969 Před 10 měsíci

    Excellent tutorial. I have been learning to implement the principles in your video.

  • @adamkidd4336
    @adamkidd4336 Před 5 měsíci

    I have been an independent Animator and artist for 30 years. You sir have delivered one of the best summaries of the Nuts and Bolts of 3D modelling I have ever seen.

  • @thomasschaarenberg9489
    @thomasschaarenberg9489 Před měsícem

    Thats a quite insane video! Well done i have to say. Totally agree with everything you have said in this video.
    I have now multiple years of experience in 3D Modelling and also 3D CAD Engineering. I think this is another good example that 3D modelling and CAD modelling should move even closer together to harmonize the way both techniques are working.
    Having the intuitive and fast way of modelling mechanical parts as we do with CAD programs combined with the freedom of mesh modellings with its optimized quad/tri count would be a nice combination.
    Of course you don't want to CAD model a character's face for sure. But modelling CAD models with poly meshes only could be quite time consuming compared by doing it with proper CAD operations. (and its also quite unflexible) Mesh density would be a disadvantage of course, but with automatic retopologizers these days, its becoming less and less of an issue in the near future, in my opinion.
    At the end it's always a matter of time. Sacrificing rendering speed by boosting modeling? But i think this doesn't have to be a problem in the near futures anymore.
    Im already quite deep into parametric modeling and industrial, military and vehicle visualizations atm. and i think there is still a lot of head room for optimizations.
    I also think that we should move away from mesh modelling, as best as possible, in the future, to use that free time for more direct modelling tasks.
    Of course the UVW Mapping process should also be more parametric and flexible, which i think will be the most problematic thing to program. Also deformations could be a problem them, but with a proper parametric or CAD modeling way, i think this can be even more automatized too.
    Yeah, but that's just my vison for the whole CAD and 3D modeling world.
    Thanks for reading, have a nice day :)

  • @FekLeyrTarg
    @FekLeyrTarg Před 9 měsíci

    Even though I do have years of experience in modelling, I have learned many new things from this tutorial. 🙂

  • @Jungheinz
    @Jungheinz Před 9 měsíci

    Thanks for those advice. However, I would like to add that for hard surface game assets that won't be deformed or where subd won't be applied n-gons on flat surfaces are fine and even wanted for lesser polycount.

  • @rychyst.vincent2431
    @rychyst.vincent2431 Před rokem

    Liked your presentatioin very very much. You've explained how no matter how much you may love "ya Boy" Topology is about having a popping high five when each edge meets.

    • @jlmussi
      @jlmussi  Před rokem

      Glad you enjoyed the video.

  • @josephvanwyk2088
    @josephvanwyk2088 Před 6 měsíci

    Good video.
    I'm busy making swords, but at the moment my blades are separate from the hilt (because of the crazy shape guards and pommels). I've yet to understand after combining these 4 parts, how the hell to join the topology as one thing goes randomly into another. Especially if it goes from sphere to cylinder to triangle to rectangle.

  • @SingularisFox
    @SingularisFox Před 10 měsíci +3

    The diamond shape is a lifesaver. Just when I thought "how the hell do I deal with edge loops that I need in this part of the model, but don't want them to run through the whole thing?", you saved the day. God bless. Very informative and a fun intro. Definitely a sub.

  • @capalmer2495
    @capalmer2495 Před rokem

    Amazing. So helpful.

    • @jlmussi
      @jlmussi  Před rokem

      Glad you found value in the video.

  • @BioClone
    @BioClone Před 10 měsíci

    I dont think this will get seen, but I would really enjoy a objective based point of view on a discussion around "distances and details vs camera distance"
    For example tips on how to conceive certain details and/or leave them to normal mapping based on what type of scene and detail you are doing, others such If this is a perspective shot, how much polys I need on the ground on the first m2, what about the detail 30m away, what about that tree sitting behind in comparison with the one in the first plane... a relation on on how the textures are used (like , well why use a 4k texture for that tile in the background while you use a 2K texture for the whole textures of the main elements etc... and tricks to become more efficent losing the lesser amount of quality avalaible...
    I noticed that ussually there is little objective "data" or rules on this kind of videos, most portray each artist own experience that may differ a lot on what kind of work do you realize... Im talking about simple rules like for example, "rounded corners will require probably x3 times more topology than straight lines, or, if you Render X pixels2 each Y distance away from the camera will require a Z% lesser texture density showing the same detail, etc.... or similar trick for topology

  • @crazymelomanka
    @crazymelomanka Před 9 měsíci

    One of the best, if not the best videos on topology out there. Thumbs up.

    • @jlmussi
      @jlmussi  Před 9 měsíci

      Thanks for the support!

  • @chowyiwong1525
    @chowyiwong1525 Před rokem +2

    i actually have some question about the diamond shape topology , where do we actually apply it on the object the most ? like when do i know i will be needing it and add it on my model/object?

    • @jlmussi
      @jlmussi  Před rokem +2

      They usually work best from going from very dense areas to less dense areas and used as a reducing technique. Perfect example is a very dense hand that is flowing into a less dense forearm. They can issues of curved surfaces so be mindful of that.

    • @chowyiwong1525
      @chowyiwong1525 Před rokem +1

      @@jlmussi thanks for explaining it , thank you very much

  • @kkk46you
    @kkk46you Před 9 měsíci

    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.

  • @rain-2779
    @rain-2779 Před rokem

    Thanks for tutorial! It’s helpful. One question, I both use rhino and maya, but I notice that why people always combine different objects together in Maya? Isn’t it hard to edit again? For example, if I wanna create diamond ring- a stand and a diamond- which way is better? Create one piece with both two things, or I should create a stand and put diamond on it? Thx

    • @pawnmusic
      @pawnmusic Před rokem +1

      I am by no means an expert, but in my opinion, it really depends on how you want your uv’s to come out as well as making sense if and when you subdivide. I think it would make more sense to keep the ring, the diamond and the stand separate. The materials would be different so you will have more control over them. Am i understanding you correctly?

    • @rain-2779
      @rain-2779 Před rokem

      ​ @DistortedAlchemy yes, I agree with you! for me, I usually separate objects if I have to apply for different material. although sometimes, i keep them one obj, i use face mode to select surface for different materials. Maybe, there is no exactly correct method, it really depends on designer... As long as, we can make models that we want haha. Thank you!

  • @Capt327
    @Capt327 Před rokem

    Awesome video Great work !

  • @lotsofangryrobots3553
    @lotsofangryrobots3553 Před 10 měsíci

    HELP! This was a great vid but... I'm looking to see if there's a way to do the exact opposite - to add as much detail back into the 3D model's geometry.
    I have a few models that I want to 3D print but, most of the detail is in the textures. Is there a way to reverse-bake the detail that is in the textures back into the 3D model? (So that all the detail is back in the 3D model's geometry for 3d printing.)

  • @2Jackrabbit
    @2Jackrabbit Před 6 měsíci +1

    I can agree with some of the principles in here. Being a tech art director tho I'll warn to never, ever use the diamond pattern like shown in this. Especially on a character and to end the buttcrack like so, use triangles or better never mess up the flow along the symmetry lines, your rigger will love you

  • @redotix9952
    @redotix9952 Před rokem +2

    I am so sad that I have the exact opposite problem. I understood and learnt good topology very quickly because I dont find learning technical processes like these difficult. But man do I struggle hard with the artistic side of things. I feel like I lack the creative and artistic thinking that people have.

    • @Seppnick
      @Seppnick Před rokem +2

      Ok, II'll try to help. As a professional creative for more than 10 years, I would give you several advises I developed over time.
      1.) I call it the curve of expectations. When you learn something, there is a learning curve. It starts with absolute beginner, then comes basic, then intermediate, advanced, expert. Now in your expectations on yourself, you shouldn’t be on a higher position than on your learning curve. So, if you are a beginner you should have beginner expectations on yourself. If you are a beginner and have expert expectations, you’re gonna be frustrated fast.
      2.) There is NO right way. Trying to make things that are art or good art will put you under enormous stress. Learning can be painful, that’s ok. But when you are at point of really using your skills after years of learning and it is still a torment, then you’re having at least the wrong expectations. Because at that point it should be minimum 60 % fun.
      3.) You can only express yourself properly through a medium when you start to master it. So relax and give yourself some YEARS, yes I said YEARS, of training, before you start to put greater expectations on yourself. Before that, you can just work on your stuff and have fun.
      4.) Either everything is art, or nothing. You can shoot a picture of your dog or chair or neighbor and it is art. Maybe you will think now, that the things you think of as art are all masterfully executed. But then you already know the way to also do that -> YEARS of intense training.
      5.) That tip is stolen from Brent Eviston: Always talk to yourself about your stuff like you would talk to a child about their art.
      6.) Now this is important: If you do a thing constantly you will improve. And you won’t do a thing constantly (over years) if you don’t enjoy it. Mostly, people do not enjoy artistic learning processes, because their expectations on themselves are too high. Meet yourself where you are and not where you think you should be. And then start there.
      7.) Copy, rebuilt and mix things you like while you learn. That is totally fine. You can do that for a long time. At some point, own ideas will start to kick in.
      8.) Art is about association. If you don’t know what you can do, your brain can’t give you ideas what you could do. Feed your brain.
      So there are a lot more tips, but I guess this is already overwhelming. Just don’t quit. Build up a library of simple pictures you really like and rebuild them in 3d. Focus on stuff, that you really like. Have fun!

  • @thomasjensen1590
    @thomasjensen1590 Před 7 měsíci

    interesting.. I didn't know 3D models could be made with anything else than triangles. Is this possible in blender as well?

    • @blankcanvas8717
      @blankcanvas8717 Před 6 měsíci

      Yes. The default cube should have demonstrated that.