I think there's one more place where you need quad topology. Portfolio pieces for game companies :D
@JoshGambrell Жыл бұрын
Running a wireframe overlay is definitely useful, but game assets won't always need to be quads.
@Achelon Жыл бұрын
@@JoshGambrell yeah, but there happens to be some quad-polices at places
@Douye_Adedeji2696 Жыл бұрын
Game models are always triangulated at the end, whether quads or N-gons. For shapes that deform, in any form of 3d, quads is the best, but if it's static, as long as my shading is correct then any can go(N-gons or quads) which would be still triangulated
@Achelon Жыл бұрын
@@Douye_Adedeji2696 Yeah, but thats not the problem :D
@Dina_tankar_mina_ord Жыл бұрын
My how far you have come in terms och professional production value in you instruction videos. Remember enjoying your tuts some years ago and comparing the way they have evolved is awesome. Great info as usual and and I wish you continued success. BTW I asked Ryuurui if he knew about the new sdv volume node. He didn't but its a way to boolean meta-shapes in a more intricate way. you should check it out.
@JoshGambrell Жыл бұрын
Interesting, will do. Thanks for the continued support bro!
@JustinHudechek Жыл бұрын
As a newer 3d modeler this video gives me some major Relief working through my models. Love the channel, thanks for all the expertise! Also you guys beginners corse us top notch!
@JoshGambrell Жыл бұрын
Thanks a bunch Justin!
@minementalx Жыл бұрын
I havn't done game stuff for a long time, but game engines work with triangles at the end anyway? My stance would be: Learn to quad first, break the "rules" later.
@JoshGambrell Жыл бұрын
Disagree, but if it works for you go for it.
@MarinusMakesStuff Жыл бұрын
Good video, I've never cared for making the geometry correct for rendering. I need it to be good for 3D printing and some other secret sauce. I'm all about the triangle meshes.
@noecarrillo6286 Жыл бұрын
Great advice, it will be appreciated and put to use...
@tqracing Жыл бұрын
It's more n-gons are only really useful for quick concepting and youtubers.
@simonzhang3D Жыл бұрын
Just a quick question. Do you and Ryu actually work for industry client? Concept art or game art. I am absolutely not denying your guys skill and i learn a lot following you two, but i am just curious if you have the experience in that field other than in a content creation envirornment.
@chomsky72 Жыл бұрын
Honestly, for concept art my meshes can be a mess. I just get it to a point where I can throw some light on the model and do a render. Photoshop does any cleaning or artifact fixes. For concepting sometimes you just have to do this stuff fast with little time for clean topology.
@kevinm3751 Жыл бұрын
Spot on Josh and thank you for saying the quiet part out loud! While perfect quad results are best it is not the end all be all of a model! We really need to put focus on uniformity where possible but its not the end of the world if that cant be achieved!
@JoshGambrell Жыл бұрын
Yup!
@Mr_Steve3D Жыл бұрын
Thx again Josh.
@gordonbrinkmann Жыл бұрын
Thanks Josh for this video, I said it below another of your videos on this topic before - we need more people like you explaining that there are benefits from both, quads and ngons. Sure ngons can cause problems, but I'm tired of all these people on forums telling beginners they should always avoid ngons. Or beginners asking something like "how can I convert this mesh to all quads because I'm told I should always have quads". Some are even melting their brain on how to clean up the mesh when they have all quads but in one corner there is a triangle for example and they don't know what to do with it. Of course in some cases it is easy to change something to quad topology and maybe rightfully needed. But I don't want to know how many people are stuck in their modeling process because they want to get rid of ngons, don't know how and wait for users on forums to help them out while they could simply keep on modeling.
@JoshGambrell Жыл бұрын
I just want people to use the best resources possible instead of stressing over arbitrary rules. They'll get a lot more results this way.
@UniflixmediaChannel Жыл бұрын
Thank you! Great video!
@phamthohongduong Жыл бұрын
Which books would your recommend to read to learn more about "Mathematics in Graph theory"? KZbin channels are ok too, pref actually. Thanks
@kenw8875 Жыл бұрын
great instruction Josh. pragmatic, software agnostic, and context-centric artistic guidance. we absolutely love ngons and tris, b/c we chase flow and near-unity for model shading and design intent. by the way, we refer to quads now as “4gons”. #stayhard #blender #plasticity #fusion360 🤘
@gerdsfargen6687 Жыл бұрын
It's a 4-gon conclusion
@Anthony_Gutierrez Жыл бұрын
Thanks Josh!
@JoshGambrell Жыл бұрын
My pleasure!
@chadibaytamouni3503 Жыл бұрын
Can we use the NGon workflow for 3d printing?
@najhonbanjon Жыл бұрын
thanc josh
@greyareaRK1 Жыл бұрын
Interesting. I'm a elder modeler who used subDs almost exclusively after they arrived. Just looking to get back into it and surveying the lay the of the land, as it were.
@iriza133 Жыл бұрын
oh my god am still learning basics i can't wait to study hard surface modeling 😒😒
@Aimarru03 Жыл бұрын
is it ok to ask? what keymap do you use on blender? and what is the easiest keymap to learn?
@JoshGambrell Жыл бұрын
What keymap? Just the defaults.
@Aimarru03 Жыл бұрын
hello uhmm, I saw in the keymap settings (new default keymap, .27 keymap and professional keymap) I used blenders years ago and I just picked up blender recently and the keymaps is different to years ago and I'm having a hard time learning because of it. Im sorry if this is not related to the video
@lockpickingmen Жыл бұрын
In the distant future do you plan to make Plasticity videos?
@JoshGambrell Жыл бұрын
No, I prefer Moi.
@Ayogenius67 Жыл бұрын
Blender bro maybe make some course about teaching quads
@ahmedmosaad3701 Жыл бұрын
hi bro, I learned more and more from shape camp but I have a big issue I cant model cute robots like among us but I failed could you please make a tutorial teach us how to model among us character
@milk_yt Жыл бұрын
Whoever said quads are better for games has never played a game in life and doesn't understand do minimum of game optimization.
@mobubbler Жыл бұрын
I personally use a mix of quads and tris. I don’t like sub d very much because it gives you alot of unnecessary tris that don’t matter for the shape. I try to get all of my work as low poly as possible while still looking good so sub d has too much topology for me. I may use sub d as a base but i never rely on it. I found myself using booleans a decent amount lately too but I always fix the ngons because i want control of where blender decides to put the triangles. When every tri counts you need to use them to have good shading.
@HolidayMaker Жыл бұрын
now I know why Star Citizen is so badly optimized, it's all n-gons :)
@JoshGambrell Жыл бұрын
Nothing to do with ngons lol
@coder-uy4hg Жыл бұрын
just triangulate ur models as 3d game engine programmer i can tell u every 3d graphics API such as opengl directx vulkan work with triangls no matter you had quad or ngons every software had to convert them back to triangle so they can load a model . 3d API only know 3 thing a point ,a line, triangle . every other shape is just combination of triangle .base form of every 3d model is triangle .There is no quad in opengl blender just hide triangle and show line as quads . Conclusion no matter ur model had quad or ngons every software needs to turn back them in triangles without triangles API wont render