This is the BEST topology video I've seen before! Short and understandable
@flioinkКүн бұрын
Good observations. Pretty much same things that I noticed. Tried to use it for concepts but it's useless because it can't draw logical details - just spews nonsense.
@WillFalconКүн бұрын
but there is no these options in blender 4.2... my mind gonna explode
@neoshinryu3 күн бұрын
I have seen other comments where you answer why quads are prefered over triangles and n-gons, but i have not found an answer to this question yet: At e.g. 2:27 if you just deleted/resolved all the cuts at the lower side of the plane, there would be 5 quads on top and 1 long quad at the bottom. No triangles or n-gons, so why is that not an option?
@DECODEDVFX3 күн бұрын
The one long quad on the bottom would have eight sides.
@toupocallen90053 күн бұрын
Thank you very much. I've been messing around trying to fix this for too long.
@ones_flow56524 күн бұрын
Thank you! Very cool, but a bit too fast for me and so, kind of stressful, not meant in a rude way. I'm not sure, but it seems that the mouse overlay on the left is sometimes overlapped by menus.
@doughnut1015 күн бұрын
Any chance you'd be willing to license that Blend file?
@DECODEDVFXКүн бұрын
I recently packaged up the whole thing for a Patreon member. If you are on my Patreon, just send me a DM there.
@arjanrobert6856 күн бұрын
Wait wait wait whaaaaaat???? The beveled normal on the intersecting geometry. What kind of sorcery is this 😮
@blender4newbies0007 күн бұрын
How you textured the dragon model or you downloaded it from any website and if you textured it then how???? Is there any recommendation for me.
@ZacheryFrancione-h7p7 күн бұрын
Hoppe Village
@chrispridemore55627 күн бұрын
Wow. . . had no idea about this.
@MilanDuric-v4o9 күн бұрын
Amazing video !
@MsEsuhort10 күн бұрын
Hi! i need some help pls, im trying to add a video to play inside a phone product. But still wont work. Here's what I've tried: enabling/disabling cyclic enabling/disabling auto refresh tried to fit the video via UV editor tried to match the video via mapping tried changing texture coordinator to uv and generated changing the frame from 1 to 250 All of these are from the youtube tutorials. Hope you can help me. Thanks a lot! 🥹
@DECODEDVFX9 күн бұрын
@@MsEsuhort can you send me the blend file. Make sure to pack the textures. File>external data>pack
@ZdrytchX10 күн бұрын
Surely there are more efficient solutions
@chrisblaser179911 күн бұрын
Right about normals, but this is acctualy Phong Shading, means it had to add cuts. In blender it is base on Normals. But this is a specially of blender, not normal behavior. Nearly all other software like Maya, C4D, Max, Houdini is based on PhongShading and not bound to Normals at all. Which isnt, becaue its baked into the modles Faces.
@masterzoroark666411 күн бұрын
Welp if yer a kinda guy who says it will replace Artists- extrapolate your carelesness up untill it reaches your forhead and you get that if you let this happen once it will happen to you sooner or later No empathy for someone's job means noone will empathise will your job once you are in danger
@DonnaWhite-z8d11 күн бұрын
Taylor Daniel Anderson Kevin Hall Christopher
@mconcepcion75212 күн бұрын
Dude is whispering to me from the end of the hall
@adog312912 күн бұрын
i've been using blender for years and i didn't believe the title but wow, i really needed this.
@phischphood13 күн бұрын
I like to add a bit of noise to the dirt / ambient occlusion, if you don't then you get a very uniform edge which looks a bit fake. You can also use it with a mix node and a mould/moss pbr texture for added interest
@gearavien278413 күн бұрын
you've thought me more things in this video than my collage professor, thankyou for the high quality vid! It really helped me make my performance task!!
@tyagagerson15 күн бұрын
Hmm how to make the ugly old style looking material
@ItWasntAPhase16 күн бұрын
It seems with all forms of entertainment we are seeing belt tightening. As more forms of content are competing for an audience and advertisers; there are less eyes/ears on each thing. Studios are realizing this and wanting to reduce risk so I really don’t think we will see the swelled budgets we saw 5 years ago. Film, music, television and all other media need to slash budgets if they want to be profitable. There will be more content produced than ever just with lower budgets. We will still get occasional huge movies but far less often and likely only based on existing very popular IP.
@JohnnyFehr17 күн бұрын
I am sorry i dont fully agree with you in a 100% fashion, but I also don't wan to say you are off completely. Yes there will be less VFX in the future because there will in general be less productions. The current lack of work comes down to a big junk of the strikes. After the two strikes ended the major production houses were still in negotiations with other unions about their contracts and they were scared that they could go on strike too so that's why they were holding of with greenlighting new projects in a full swing. Since we VFX artists are post-production, it takes a long time until the work hits our tables. So in short for the present situation its because of the strikes. and for the future there will be bit less work as you mentioned Hollywood in general struggles with projects. What I disagree with you is that there is less VFX demanded, litterly every production has VFX in some degree and has never had more as yet so the demand was never higher! So I guess here you are probably spreading a bit miss information :S
@richcrawford612318 күн бұрын
I'm super new and I feel like maybe I'm misunderstanding but when you're making those cuts that don't go all the way around, the edge that it starts on is now split in half making the quad behind you into an n-gon. Example: the cut made at 3:25 turns the flat rectangular face on the 7th row down into a 5-gon. Am I missing something? I thought tris and n-gons were both equally undesirable.
@evgeniiapopova104618 күн бұрын
great video
@pamigeiAdigwe19 күн бұрын
U ARE THE BEST
@Playeroth20 күн бұрын
adding 2 modifiers completely fiixed my issue. Issue happened after i combined vertex by distance. EdgeSplit - (mine is 80) WeightedNormals - (Mine is 50, changing wont do anything but by existing it fixes). you can also add EdgeSplit and then press Alt + n > Average > Corner Angle. but i prefer to use modifier if i may need to change something.
@mr.faelediteiru64677 күн бұрын
thanks man, this has been working good
@Wee-WorldMiniaturesandProps23 күн бұрын
Can you please help me with a model I'm working on? It will basically make my world star spinning again!
@bigdickdragon66624 күн бұрын
The “proximity to camera hide” technique is going to save foggy scenes with moving cameras. I struggle with the whole screen flashing almost white when the camera passes through thick patch. Merci
@alexkine834324 күн бұрын
Thanks
@ImYourBias25 күн бұрын
Even that single image in the intro has helped me a ton. Thanks so much for this.
@unit975425 күн бұрын
The seamless merging trick is incredible. Sharp corners always drove me crazy
@SanoMonzales25 күн бұрын
really helpful tips, thanks
@ryzhov_art25 күн бұрын
Thnx! Good tips
@iamgruff26 күн бұрын
Thanks Bosscat; Some really important shader and procedural based tips and techniques here.! You made me better at procedural materials after watching this🙏 My Tip: Watch more DECODED!
@avocadopictures970626 күн бұрын
So if i need to go 2 to 1 without triangles, i’m screwed, right? Seems like it’ll always require more loop cuts, creating new ngons on the adjacent faces, and so on.
@skypc657826 күн бұрын
i would say all the tricks are really helpful to achieve realism. Thank you for this tutorial. I need more tutorial like this
@hexzadark624127 күн бұрын
they do not assuem the normals are facing front. from the face. its based on the vectors . that are stored with the point data to make the face. not speaking of face orientatin but the vectors them self. the face normal is the sum of it's verts
@dougieladd27 күн бұрын
Hi Rob - do you have a tut on baking the ambient dirt note into a texture? To avoid the cat and anything else getting the effect. Cheers!
@DECODEDVFX27 күн бұрын
Yes, here's an old video about baking nodes to textures. kzbin.info/www/bejne/nJOrZZSHd5p5n68
Very interesting ! I've modelised a bt2 tank without taking care of that. Now I can't turn it into a low poly shape with softwares because they can't deal with my topology.
@bigdickdragon66629 күн бұрын
Preach…amen…I spent an hour fiddling with ambient occlusion for edge wear and when I rendered it realized it was utterly lost in shadow and completely pointless. I need to get a lot better at prioritizing but I think erring on the side of sloppy and quick and only going back and adding detail as needed based on test renders is a good rule. If you see the sloppiness you can fix it. If you don’t then why bother? Your advise is inspiring as always. Great channel.
@Smittel29 күн бұрын
this reminds me: we need an ambient occlusion node where you can exclude certain objects. the AO approach to add dirt to crevices breaks down as you said with anything that isn't there permanently, like the cat. And baking the texture also isn't always a solution. It is, but it's tedious work that could be solved with an AO+ node. Idk how exactly that would work, especially if we want some objects to influence the AO of some other but not of a third object, but I imagine there's a way Idk maybe there's someone here that contributes to the blender codebase, I would but I can't, so just a thought to maybe bring up for the next larger update
@fergadelics28 күн бұрын
@@Smittel you could use weights or masks, all the ways to separate and select, but you might as well start baking things when it gets to be that involved.
@Smittel28 күн бұрын
@@fergadelics while that is true, I'd still consider it something important enough to warrant some consideration regarding simplification. A bit like light linking, that too couldve been solved with baking. After all, baking a lot of textures is a significant time waster. optionally you could also just put a grime texture instead of using AO, but that too takes much longer.
@DECODEDVFX27 күн бұрын
The best work-around is to join all the objects that need AO to a single object and use the local only setting. It isn't always appropriate to do so, but it usually works.
@MarkandSandieInMotion29 күн бұрын
Auto-Merging. You have to be in Object mode then go to View and select Tool Settings. Then in Edit Mode you'll see the Auto-Merge icon. Found this on a Blender Short.
@aliebrahim351529 күн бұрын
Ok done, bought both of your courses, gotta take it to the next level
@DECODEDVFX29 күн бұрын
Thank you! I hope you enjoy them.
@hectorescobar945029 күн бұрын
I believe AI will add more value to real artists that de value them in the long term