Great workflow for those looking to clean up Booleans! Always love using Radial Symmetry setups.
@ThomasColin3D2 ай бұрын
Thanks man! 🙏🏻🤘🏻
@TheMetalFreshTiger2 ай бұрын
Wow! I just discovered you throughout the constant recommendations of Aryan and i have to say that you really are the king of topology!!! 🤘👍 great contents and thank you so much for sharing your knowledge with us!!!
Thank you so much for your wonderful tutorials. And we also really do appreciate you taking the extra effort to explain why you do what you do. It helps us understand better. You're such a great teacher. Thank you so much
@ThomasColin3D2 ай бұрын
Thanks a lot for the kind words :)
@liridoncani2 ай бұрын
You are a genius Thank to Aryan for recommending this channel
@ThomasColin3D2 ай бұрын
Thanks bro!
@haiam22492 ай бұрын
extremely smart and many commands I have never seen and don't know how to use, thanks Thomas
@ThomasColin3D2 ай бұрын
Thank you very much :D
@LeranWeethDSouza2 ай бұрын
Thank you for taking the time to consider my perspective.
@ThomasColin3D2 ай бұрын
You're welcome man :)
@ramesh23122 ай бұрын
Thank you so much. You use a lot of short cut keys. Turning on the screen cast keys would help us a lot. ❤
@ThomasColin3D2 ай бұрын
I can't show you my screencast keys because I made my own custom shortcuts, you wouldn't be able to follow what I'm doing, that's why I tell what I press! :/
@ramesh23122 ай бұрын
@ThomasColin3D Ok got it. Thank you🙏
@aurisnow2 ай бұрын
wow. That was awesome.
@ThomasColin3D2 ай бұрын
Thanks for watching, you're awesome :D
@巨山超力霸-w2 ай бұрын
So helpful, thanks.
@eitantal7262 ай бұрын
This is Top-notch. I learned a few new things. Bravo!
@r.m43462 ай бұрын
What a process.
@fatcat53232 ай бұрын
Amazing. This will help me so much! Thank you!
@ThomasColin3D2 ай бұрын
You're welcome!
@Dominicsky2 ай бұрын
amazing video! thank you
@ThomasColin3D2 ай бұрын
Thanks for watching :)
@leekolb20272 ай бұрын
Excellent, thank you!
@ThomasColin3D2 ай бұрын
@@leekolb2027 thanks for watching :)
@myztazynizta2 ай бұрын
This would have been a lot easier to see with shade flat
@eitantal7262 ай бұрын
On the subject of visibility, I recommend turning on Cavity view. (World and Screen)
@-EXTINCTION-2 ай бұрын
Un seul mot: j'adore !
@ThomasColin3D2 ай бұрын
Merci!
@myztazynizta2 ай бұрын
"I don't like a diamond next to a beveli. " Only someone with experience would say such things. I need to hear and see more such things. The quirks and idiosyncrasies and beneficial bugs of subdiv behavior are the things I've never been able to get clear information on after 22 years of trying
@ThomasColin3D2 ай бұрын
Thanks :) I'll try to detail better next time yeah!
@AleksandarPopovic2 ай бұрын
Nice keep going!
@ThomasColin3D2 ай бұрын
Thanks man!
@pablog.5112 ай бұрын
This its gold, people want to know a magic trick to clean topology, and most tutorial videos skip this. This shows us that cleaning topology its mostly a manual work, and you need to be patience
@ThomasColin3D2 ай бұрын
@@pablog.511 Yes, patience and logic :)
@sece092 ай бұрын
Great explaining and good lesson. Looking forward to the next one!
@ThomasColin3D2 ай бұрын
@@sece09 thank you very much :)
@kabiradhikari94242 ай бұрын
how did you add that loop at around 04:43 of the video ? it felt similar to 3ds max's connect tool
@ThomasColin3D2 ай бұрын
Ctrl+R
@eitantal7262 ай бұрын
1:44 Is it still destroyed if you uncheck "Dissolve Vertices"?
@eitantal7262 ай бұрын
3:10 Inset is a big deal! Not only does it give you control loops, it gives you what I call a "sidewalk". That's the area between the corner and the control loop. And the big deal about a sidewalk is, it's free of poles. No poles in a sidewalk, ever.
@HeeroYuy1802 ай бұрын
thanks, your videos help me a lot but my English is weak, I'm not that fluent, so I don't know what commands exactly you used
@ThomasColin3D2 ай бұрын
I can't show you my screencast keys because I made my own custom shortcuts, you wouldn't be able to follow, sorry :/
@monolito51532 ай бұрын
My friend, thank you very much! I'd be super happy if you show what keys are you pressing.
@ThomasColin3D2 ай бұрын
I can't show you my screencast keys because I made my own custom shortcuts, you wouldn't be able to follow what I'm doing, that's why I tell what I press!
@monolito51532 ай бұрын
@@ThomasColin3D thank you so much. Anyway your videos are awesome and really helpful.
@ThomasColin3D2 ай бұрын
@monolito5153 thanks a lot :)
@Rastgele32Күн бұрын
Hello Thomas! How is it going? I have a question: Does the topology matter if there are no shading errors/problems in a complex object that I modeled (the model will not change or will not add more details to the model)?
@burningbright20032 ай бұрын
Is that the camera model Master Xeon (Mx2) hard ops and box cutter guy Created? I saw all the modelling part
@ThomasColin3D2 ай бұрын
Oh you're right!
@vipul35712 ай бұрын
I was searching for mouse results 😂
@ThomasColin3D2 ай бұрын
I'm currently editing this video :)
@vipul35712 ай бұрын
@@ThomasColin3D thanks 🫡
@DonBrust2 ай бұрын
Years ago modeling to render i would be doing these processes.. now in days im playing with 3D design and printing, not so sure this is still needed? am i wrong? if i am, why? appreciate the feedback if you can get to it
@g1gahertzАй бұрын
Hello, I really like your videos and your approach to modeling. I haven't been able to model one guitar for a very long time, namely the IBANEZ PIA3761C-BLP. I keep thinking about approaches to creating it, but I just can’t figure out how to implement it. If you showed how you would create this, then I think it would help many beginners understand how to model such complex (easy at first glance), in my opinion, things. Thank you
@yunusgokgoz1613Ай бұрын
More tutorial please
@Ikriptonboy2 ай бұрын
I would have used an array modifier with an empty controlling the rotation, then adjust the vertices to merge them together (with the array option ro merge on), then applyed the modifier. It would have been faster.
@eltortu38832 ай бұрын
This is kind of relaxing, until i have to do it at least
@izzak61892 ай бұрын
This is great. However it shows why boolean workflows are so problematic sometimes when box modeling and subdivision methods would have prevented the topology on this asset in the first place.
@cutedumbpanda80662 ай бұрын
My guy....
@dennisbuyse2582 ай бұрын
Your appreciation for boolean operations at the end feels misplaced to me. I still don't see a point in using them if topology is important
@ThomasColin3D2 ай бұрын
I just showed you how to cleanup the topology, did you watch the tutorial ??
@dennisbuyse2582 ай бұрын
@@ThomasColin3D Yes, and you spend the same if not more time it would take to model it from scratch. Then you concluded with "don't shy away from booleans".
@Emmyskies2 ай бұрын
@@dennisbuyse258 Yes indeed. Booleans are needed and helpful but you should also learn to clean them up and have a good topology, that's what makes you a good modeller and that's why we have Thomas to learn from. He's really great
@malikgarcia6992 ай бұрын
This is the reason i hate 3d modeling
@ThomasColin3D2 ай бұрын
@@malikgarcia699 what do you mean ?
@malikgarcia6992 ай бұрын
@ so much work to do such a simple design that’s why i never model, just sculpt
@sebastianosewolf23672 ай бұрын
Why do you have so much useless faces on this meshes ?
@ThomasColin3D2 ай бұрын
What do you mean ?
@myztazynizta2 ай бұрын
@@sebastianosewolf2367 subdivs actually need evenly spaced geometry all over the object to properly hold the shape and avoid texture stretching. Regular polygon objects where every thing can be made of triangles of almost any shape and size without much negative effects don't have such issues
@Specter_11252 ай бұрын
@@Emmyskieshe is right though that subdivision surface objects should ideally be evenly spaced quads. Tri are fine if you know where to put them and how they subdivide. Evenly spaced quads does help avoid texture stretching, and makes UV unwrapping easier. It also helps to avoid a lot of shading errors, quickly make varying levels of detail, makes it easy to add resolution if you wanted to make smaller details, and lets you cleanly deform the mesh (even in hard surface this can be useful, such as modeling an object flat, then using a surface deform and shrink wrap modifier to bend it over another object). Not every object needs to have topology suitable for subdivision, but it’s pretty important to know how to do it.
@Emmyskies2 ай бұрын
@@sebastianosewolf2367 haahaa,,,you know nothing about modelling and good topology 😂
@sebastianosewolf23672 ай бұрын
@ more than you think and I work way longer there as you. Fact is as long there are no issues with texturing and lighting you don’t need these topo - if you wanna animate it bend it or similar then yes