Nice work! Happy to see you back to making technique vids. Can't wait to see what's next!
@BlenderBob4 ай бұрын
I’m running out of things to talk about
@GottyDot3 ай бұрын
This is so helpful! Thank you!
@gordonbrinkmann4 ай бұрын
Nice tips. By the way, when I'm doing a planet, I'm also using a cube instead of a UV sphere. Just the standard cube, then I give it a Subdivision Surface modifier with Level 4 or even 6, then add a Cast modifier with Factor 1 to make it fully spherical. For the planetary texture which is usually a 2:1 ratio image, instead of using UVs for it I set the projection of the Image Texture node from Flat to Sphere. Et voilà, perfect planet 😁 For the Texture Coordinate you can either choose Generated or Object, the only difference it makes is which way the "front" of the texture faces, in X or Y direction.
@BlenderBob4 ай бұрын
Yep! That would work too. Many steps though. Try the extra objects addon. Comes with Blender. :-)
@gordonbrinkmann4 ай бұрын
@@BlenderBob Yes, I know the extra objects and have them enabled... I should have mentioned I do it this way with modifiers to keep it procedural. Of course when I want to apply them I could as well use the round cube with the "Quadsphere" preset. Although for a destructive workflow I think it goes quite fast with a default cube as well: Ctrl+4 to subdivide level 4, then Ctrl+A > Visual Geometry to Mesh, then Tab into Edit Mode and Shift+Alt+S for the To Sphere tool and dragging the mouse until it reaches 1. Just a few quick shortcuts and two mouseclicks. Fast and easy.
@punmije4 ай бұрын
"Good luck Maya losers... I mean, Maya users" got me laughing so hard
@culturamultimedios2263 ай бұрын
Mega LOL
@ComplexTagret4 ай бұрын
It's very pleasant to hear your comments during working process.
@420bobby694 ай бұрын
Wow thanks for making this! Learned a lot, absolutely a masterclass. The reason why it's important to have evenly-spaced topology finally "clicked" for me. I would've been doing pushups for giving you a model with holding edges before.
@NelsonSpies4 ай бұрын
Very helpful for industrial design CAD models, thanks!
@Glowbox3D4 ай бұрын
Thank you for these tips and workflows. I've been doing 3d for 15 years, and I still have a hard time keeping good topo. It's hard to remember all these guidelines.
@guilty_104 ай бұрын
maybe i'll be just like you , i'm starting my 3D journey
@Rusty_piston4 ай бұрын
i still love you blender bob, unreal engine is my kick now, but blender taught me
@hectorthespector4 ай бұрын
Nice video, thanks Bobby!
@aboazambakour43864 ай бұрын
best video i see it in all channels on youtube thank you soo much
@zsoltoravecz18154 ай бұрын
If you select an edge, than an other 2/3/4 etc loops from it. Control, shift +selects the next one 2/3/4 etc loops from that. In your case doesn't matter to click 8 times, bit with more dense topology its usefull.
@mahkhardy85884 ай бұрын
Really good video, thank you!
@TomCushwa4 ай бұрын
Great work Blender Bob!
@BlenderBob4 ай бұрын
Hey Tom! I didn’t know you watched my clips! Well, I’m not going to teach you anything for sure!
@DiegoSilva-bp9if4 ай бұрын
thank you.
@JanWalzer4 ай бұрын
just wanted a to watch another short BlenderBob video... and then found the best, most comprehensive retopo guide on yourtube ... Next time, please, put a warning sign that this is not a 10mins blooper.
@PCgmesforever4 ай бұрын
Or don't and you'll get more watch time heheheeee
@ALUE87dat4 ай бұрын
For me it's just MAGIC
@PCgmesforever4 ай бұрын
6:16 that's a UV sphere not Ico sphere right ? or am I going crazy ? 😅 great video btw
@BlenderBob4 ай бұрын
Oops! Too late.
@markee55784 ай бұрын
thank you...
@rogper4 ай бұрын
There's no fixed method! All of them are good for a specific case. I done them all in all ways on all tasks possible with 3DCGi. When I was young I pursued the perfect topology and as professional I was forced to use all the crap imaginable... and even that crap has it advantages :) The key is know exactly were and how to use each method.
@BlenderBob4 ай бұрын
Which is pretty much what I explained both at the beginning and the end. :-)
@rogper4 ай бұрын
@@BlenderBob Yeah, yesterday I was going to sleep, so hadn't the chance to see it from start to finish, but I will! I've added the video to my Sunday list. At Sundays I take 3 hours to study and this one is on the list! Thanks for your work and time!
@danielgroenewald30064 ай бұрын
Im also a professional and the amount of crap meshes going around at work is staggering haha
@rogper4 ай бұрын
@@danielgroenewald3006 What one dreams to do as a aspiring 3D artist is not what one ends up doing as soon we get paid for it... specially when everything has to be modified 50 times before approval... ...and when it finally gets approved one already can't stand the darn thing anymore! One just want's to get rid of it! 😆
@Jet911-d5z4 ай бұрын
Hey Bob, great vid. I have a question and I can't really get answer to it. I'm working on an animation series, which will be rendered out with a GPU render engine, Octane. 80% of objects won't be highly detailed, but there will be lot of them. Which type of topology method would be more hardware friendly? As you mentioned, triangles doesn't necessarily mean less faces, but as game engines work with triangles and are calculated by GPU, would it mean that it will be better to use triangle meshes when rendering with GPU? I'm trying to figure out what would give me better economy at GPU memory and render times, Thanks!
@BlenderBob4 ай бұрын
Octane is a path tracer so it doesn’t render like a game engine, even if it’s GPU. So it won’t matter much. The important thing about path tracers is that everything fits into RAM memory, including textures (which is usually the problem with Cycles as it doesn’t do mipmapping. Not sure if Octane does.
@Jet911-d5z4 ай бұрын
@@BlenderBob Valuable information, Thank you!
@Meteotrance3 ай бұрын
In real time the lighter the better and triangle is the norm for accelerated GPU but as you say for exploding simulation or deformation in houdini or other it's a big no, they probably some trick to made destructible objects with muti low poly mesh collision depend also if the engine use some LOD ...
@hasanhuseyindincer53344 ай бұрын
👍👍
@Kranos_CG3 ай бұрын
can I have a modeling request ? Its about an historical helmet with some ergonomic cheek guards. ill provide the refferences!
@BlenderBob3 ай бұрын
Go to blenderartist dot org and post something in the jobs forum. :-)
@SkrapProduction4 ай бұрын
Does Mesh Check work with Blender 4.1??
@BlenderBob4 ай бұрын
Kinda. Having some issues with it
@puntloosPD4 ай бұрын
yooo bobby
@CodenameStudios4 ай бұрын
Where's the link for Mesh Check?
@BlenderBob4 ай бұрын
Fixed. thanks
@aronseptianto81424 ай бұрын
at 55:54 you said the original triangulated model is gonna be in the description
@BlenderBob4 ай бұрын
Fixed. Thanks
@jinchoung4 ай бұрын
tl dr; not gonna subdivide? you don't have to care about topology/quads/ngons if it renders well. don't worry about topology unless you have to worry about topology.
@BlenderBob4 ай бұрын
It’s not always about if it renders well or not. It’s also about displacement maps, simulations and 3D texture painting. All three versions render well.
@gregarmstrong46534 ай бұрын
it is usually pronounced "quods" as in "odd" , even though it is spelt with an "a"