Complex Shapes in 3D Modeling (Where to start?)

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hello everyone and welcome back my name is Mario and like always I hope all of you doing well so uh yeah in today's video we're going to talk about complex forms and 3D modelings so uh usually let's say if you're a beginner and if you're just starting out prop there is a good chance that you're going to struggle a lot with uh creating something that's let's say um more complex or that has let's say multiple objects attached to one another and in this video we're going to try to answer some of those questions so how to start build anything compl uh how to simplify those forms for us and which parts should we practice uh before let's say creating anything anything complex so uh the big emphasis here is going to be on mastering the basics so having a very very strong understanding of the basic rules of 3D modeling is always going to be more beneficial let's say starting at that beginning uh stages of learning so let's say again if you're just a beginner if you're starting out the emphasis is going to be always on mastering the basics and having the strong understanding of basics of the topology before starting to create anything that is complex looking so what do I mean by that I have here a couple of examples prepared and this is the example that we're going to cover so uh starting let's say with this one so let's say that you saw something like this online and you are just starting out and you would like to recreate something like this for practice uh in case you're not sure where to begin with what I would always command start to kind of like break it down into the basic kind of like the simplest forms or the first forms that you do not understand so let's say if this piece right here or this let's say detail right here is not clear or you're not really familiar with let's say the workflow necessary to create this detail uh you're going to start with that detail first so ignore every single uh shape that is attached to it you're just going to focus sort of like on that form alone so just take that let's say starts with whatever you think that it might be let's say the beginning stage to establish that form so you're going to create let's say either um the form like this and then you might try to do let's say support Loops here uh so let me do it one more time and once you have that probably going to want to add let's say a different uh directions and this is now again what we're talking about kind of like having those strong Basics just to understand which kind of Corners are we getting and then from there on we're going to try and kind of like populate uh let's say the topology just to see that we kind of match more or less uh the corners that we're trying to get and then from there so now we need to continue further and think in terms okay so what is happening here on the inside and we're just going to try to kind of like match whatever it's happening on the inside side so let's say we're going to uh select all of these parts and let's say extrude and even if we're not getting there again maybe play with the scale and this is kind of like that that part where we are just taking a simple piece and see how far we can get with those uh so like simple simple pieces so once we have that done so let's say once we con did that case study we can continue further so if I'm not sure uh how to let's say build this piece on the top uh you can either use let's say a Photoshop or whatever just kind of like isolate that piece alone and then try again to do the same process so if you're not sure how to build let's say this piece alone you're going to isolate that piece and then once you start kind of like exploring deeper and deeper so if you're now familiar how to create this opening or this one or this one then you're going to continue on the full piece itself ignore all the details and just build the piece itself because what you kind of learned from uh sort of like exploring these random little details is that they will give you select the direction of the topology that you're going to need for that part so you're going to need to know okay so if this is the part that I'm recreating or this is the detail that I'm going to need to later then that means I'm going to have this density of the topology for that detail to exist because if the topology is lower or denser this detail might look uh different so once you know the detail once you know the topology requirements you're also going to be much more prepared if let's say recreating this part alone then you're going to need to know from Advance okay how much topology do I need to know actually need to have on that object to support that detail so basically then that is going to be kind of that progression and then same thing goes further if you're not sure how to let's say create the lower part you're going to isolate it either like like I mentioned in Photoshop or give it some kind of like color value to separate it from the rest so that you know that you're focusing only on that piece so again if I just kind of like select this part alone then this becomes my focus so I'm now focusing only on this piece and I'm sort of like trying to model this piece alone so even if I want to uh just try not to find the part here on the top to kind of like make it even easier uh for myself I'm just going to kind of like deconstruct these piece alone and once I have all of these parts together so once I kind of like have a bit better understanding of which pieces need what sort of topology then I'm going to think in terms of okay so let me now try to connect all of these pieces together in a simple forms ignore the details uh practice kind of like putting uh putting it all together uh maintaining the clean workflow the clean topology and then the same thing uh just continue forward with adding those details that I initially sort of like practicing out so and then that is kind of like the the general progression that is going to be to creating something let's say comp complex from that uh let's say practice uh standpoint so the same thing is going to work let's say for this one or even for this one let's say if this is the uh object so again all of these parts you're going to see that we covered I think this one was even at the video before uh I think the video before this video is actually talking about my IUI but video before that uh we covered this example right here which you see on the screen so again we will take let's say just a single piece from here and then try to model that and deconstruct that the best you can and if that is proving to be challenging then what we're going to do is we're going to take only one piece and then practice this this piece alone so let's say take a cylinder and do the Extrusion until we are kind of sure that we understand that and again same thing is going to be the top kind of like uh separate only the top modeling the top modeling the bottom and then try to Fig figure out the ways to kind of combine the top and bottom together so this is going to be sort of like the general mindset behind deconstructing every single kind of like complex piece that you see when we're talking about submodeling um you can also do let's say assignments for yourself like you can do something complex in CAD where you don't need to think or with booleans even where you don't need to think uh topology that much and then deconstruct those pieces in those kind of like uh terms where you kind of like start with the pieces that you don't understand deconstruct those and then slowly kind of build the puzzle uh together same thing again would be with this one again if I'm trying to put this together I will deconstruct it in let's say two three parts or regardless of how many parts it's just going to be based on the parts that I do not understand so if I'm not sure how this piece is made I'm going to isolate this one and just try to create this one as a let's say solid surface just to be sure how much topology I need when it comes to the sense of adding it as a detail to something that comes later so once I'm familiar with that I can move forward and deconstruct this one Focus only on this part and then uh work again through the same uh kind of like the same process till I'm familiar with how this piece Works how this piece works and then I'm going to start thinking about putting those pieces together all right so with that rule in mind we can start thinking about let's say this piece and how we would deconstruct this one and how we would let's say recreate uh something like this for practice purposes so again we would start with a piece that probably is going to be the most challenging which is going to be let's say this part right here so if we know how to create a cylinder and how we can let's say create an extrusion from the cylinder um that it's also going to be easy kind of to understand how to not just wrap it out wrap it around the cylinder but how to build it on top of the cylinder because so in the previous videos we talked a lot about let's say simplified topology we talked about uh subdivision surface and there was a lot of comments about uh building something on a flat surface and then wrapping it around but sometimes that is not always going to be the sort of like the valid approach where sometimes we are going to need to build things that are on let's say the curvature or SAR itself so in this case how the practice would look like it would be something like this so again we would take the cylinder and then we would do small cas study on that cylinder based on let's say uh redirected edges or non- redirected edges depending on what we would need and that what is what I meant at the very beginning it's going to be extremely important to have a strong strong Basics and just mastering the basics of the topology or the general topology workflow because where that comes in play is exactly here so once we're starting to deconstruct those complex parts we are doing these case studies where we are trying to establish a corner which is going to be either non- redirected or redirected in which both give different different results so obviously redirector one is going to be sharper Corner which is going to give slighter pinching where non- redirector is going to be sort of like more smoother corner and that smoother Corner also is not going to give us any pinching and it's going to give us let's say more of an ideal presentation of what we need especially if we're looking something from a larger distance so if we are let's say comparing this to our reference or if we're using a reference uh we're going to see that here the corner itself is not going to be that sharp so again and it's not showing any any signs of pinching so by that manner we are probably then going to use kind of that regular uh sort like regular uh Corner that we saw and let me just show you again in that first example so we kind of looking for more or less this corner right here and again if we need to tighten it up then all the let's say tightening is actually going to come from the support loops on the side so this is something that we're looking for uh obviously uh redirection is also let's say part of an option if that is something that is required but if we know both approaches so if we kind of like did this as a test just before we started uh then we already know what to look for and we already prepared for the shape that is coming so there's not going to be any surprises and we're not going to be sort of like a left on spot uh when we are starting to create that piece so uh let's now start and do something with it so uh I'm going to start with the cylinder uh 24 sides so usually with the cylinder so this is also good practice that I recommend is just when you're practicing cylinders try with uh 20 24 28 and 32 sides so this is kind of going to be the golden middle and then uh from those you're going to either subdivide further if necessary or it's just going to leave them as they are so usually I don't know I start with 24 uh this is kind of like the golden golden middle that I usually go with and if I notice that let's say the geometry requires something more then I'm going to increase or decrease the topology so uh the next thing what we're going to do I'm going to snap this to uh the corner because what we need now is we need to set the middle so the middle is going to be here and that means that this cylinder needs to come to this corner right here so it needs to be here uh also the cylinder sides are uh sort like set in the intervals of four for the reason that we can always separate that 1/4 and delete the rest so we can only work on that let's say one piece and then simply mirror it to everywhere else what we need so here I will just again increase size because we are also going to cut this in half too so we're going to cut this and this and I'm going to just take this one hold move and hold V on my keyboard to snap it to this uh to this Edge so once we let's say cut it in half we are just cutting it on a proper proper side so that's kind of like the the general thing what we're looking for uh since we using booleans I'm going to keep it as is for now so I'm not going to do it just yet but once we apply Boolean then I'm going to use that so uh let me just increase this and again just we're going to need mid Loop here and I'm going to need a mid Loop here and then setting it here down same thing we're going to need here at the top so just let's say create a cut but actually you know what before we do that we need to discuss something more important before we actually add this Loop uh we need to see one important thing and that important thing is going to be where all of these parts sort of like uh meet so if we let's say see it here uh we are sort of like looking for not this so we're not really looking for where the points are meeting like that so because we're going to have let's say this and we're going to have this Loop here and then on this part on the top we are going to have a loop here and then we're going to need to have a loop here so BAS basically what we are doing is sort like preparing ourselves for that Boolean operation and since we did that exploration before um we now know what kind of corner we would need to happen here so that means that if we would have this we would need to have redirected Corner which goes here this would go here this would go there and then we would have a situation where this is not really matching and this part is stretched and that would mean that this Edge Loop here would need to go to this one so that means that this Edge Loop would actually need to go here and this is really not something that it's working for us so I hope that so like makes sense so instead what we're going to do we're going to scale this a little bit down uh let me just so we're going to match it more to somewhere like this let's say here because this is actually matching more and it's looking closer to what we need so again if you remember that what we select this as a small test uh it's going to be something like this so we're going to have here an edge here an edge which is going to continue this one already exists we're going to have here an edge Loop which again just continues there up this Edge Loop continues there and then what it's happening is that this one connects here actually from this one so ignoring that one for a while and now it's then much Clear what kind of like Loops are we getting so now if we add a new one here then this one will just continue and we have basically no problems with creating let's say a softer Edge because now once we are so like uh tested everything on those basic uh so like case studies uh now we're more prepared for this situation and we don't need to kind like think on the spot for that reason like I mentioned I would highly recommend deconstructing the complex pieces into small pieces do a case study on those basic parts uh and do as many studies as you can so once the part comes like this that you just prepared and you know already what to do and you're not kind of like left on uh uh left on spot so I can just quickly then remove all of this because we don't need that um all right so now that we have that set up uh let's prepare a little bit more so before adding the bullan uh let's just sort of like also prepare some of the loops that we're going to need to have around these areas so we're going to need to have this Loop so let me just also just use V to snap it to this point and here we're going to have one support Loop which is going to be matching here and then this one we can just extrude till here and then later we're going to fix that as well so here we can also maybe increase it a little bit more so that these points match more or less uh it's not a big deal if they're not perfectly matching because the tolerance here is extremely small so we can still uh still get away with that so again just maybe match this here and at the bottom it really doesn't matter because we are going to S like cut it here uh in the middle anyway and sort of like uh simplify it even more so that later once we're done we just mirror it then on Y axis so again what we're doing here is just sort of like preparing for that Boolean operation that later we can detach let's say this only 1/4 of it uh all and work on that and also then further down the line just cut this uh in half as well and work only on that top part so now again what we did we s like prepared that now when we Boolean this uh we're going to have already prepared so like this cut right here so everything is already established and that is that is all so so uh let me just undo all of this and I think yeah that is that is uh that is all so we can now select both and simply use Boolean so Boolean Union and that is it uh so what it's now left is connecting or detaching the bottom and if you see this green thing happening that simply means there is no material attached so we're just going to attach the material and also what we're going to do is cut this and cut this so detach and delete so now we can work only on this this bar right here in addition we can also cut this in half and we only work on this half and again just simplifying everything that we can and just work on that that small piece all right so uh what we need to do now here is we need to deal with the topology that is open so uh since the tolerance here is extremely small uh we can just go ahead and snap or Target weld these parts uh together here because it's not going to be that visible if any kind of curvature is lost and here now we just connect this what we already kind of like planned ahead of time so here uh now we need to sort of connect all these parts so here we're going to have couple of edges so we're going to have three uh three edges so we can also do it like this just to keep it a little bit more organized I'm trying to delete this one here so we're going to use three like this and then connected here just to keep it a little bit more organized and then this one for now we can connect right here because we didn't really solved anything what it's going to happen here and even though that this is a triangle it's not that big of a deal so we can also maybe create even one more here and connect it here it doesn't matter for now if it's triangle we're going to fix that later so right now it's only kind of like the important that we connect all the points together and that we get sort of like the solid uh solid shape out of it all so uh now it's all up to sort of like the fixing things and since here we have this kind like sharp triangle uh what we are still missing though is going to be a support Loop here around so the support loop again is going to be the same Loop that we have on the outside we now need to Loop here as well so basically what we're now creating is that support Loop and just ignoring everything else and connecting it down so again uh main reason for all of this is kind of like to Showcase why Basics or why having a strong understanding of Basics is going to be kind of like the crucial for uh creating anything anything complex later down the line so again now we have this here and here's another kind of thing here we have another triangle which now we can solve a couple of ways so let's say that one way is going to be let's say continuing this loop I don't know somewhere here down at the bottom which is going to kind of like create that classical uh 3:1 connection where you have three edges flowing into one Edge uh I'm going to not use this for now but instead what we're going to do we're going to sort of like uh wrap it on the inside so like use it as an additional sort of like support Loop here on the side because simply we can afford that and just going to use it that way instead so this can also then let's say be a little bit closer so we can afford that here and it's going to be just just as fine so now the question is here on the top uh what to do with this so the rule is going to be that these points that we have here on the top uh how high or how low so for example if this is too low we're going to have pinching so we're going to leave it let's say somewhere like here so that more or less that we are getting kind of like the same size polygons on all sides so this is going to be slow the guide for what is going to be the distance from it all so again back to those Basics and there we go so now we have that and this we can push a little bit more down and then here we're going to balance everything with and then just here balance everything with a couple of edges the only kind of like it's not really an issue so triangle is not in itself really an issue and we can fix that still later down the line let's now continue with fixing the parts that we need to kind of bring back so we need to now mirror this and this is going to be on the object and it's going to be on the z-axis all right so uh now that we have that let's bring back everything else so I'm just going to realign everything and this is going to be again mirror on the X and let's do one more so it's going to be mirror on z uh one thing I actually forgot is the opening on the top so we can do that so I'm just going to use here so like small Extrusion and let's do it one more time and extrud it in and we can also delete that and it's just now the part of bringing these support Loops together and yeah that is all and now is the part with also before we do the mirror we need to Simply uh deal here here with the triangle and simply we can delete now this Loop right here and from there we're going to get a quad and we can then mirror this on so even even if you left a triangle here it's again still not a big deal the only thing with the triangle is that it's s like breaking the flow so you're going to need to redirect it if that is again something that uh you would want but if you do not want to have your flow uh interrupted then simply delete that one so yeah uh mirror now back on the z-axis and then the only thing now I would need to do here so since I deleted this I would need to circularize this back uh remove the Symmetry and offset this a little bit more and just recreate s like that little that little detail there so it will be something like this doesn't really matter that much so I just delete and bring it back uh so yeah so now when we have that what we can do is maybe detach it from here depends on how much of a thickness we want to have uh I'm going to reset the pivot and basically now what we're doing is kind of like a mirror it on the y- AIS depending on where the object is sort like located either in the world Axis or wherever you want to set the pivot on but I'm going to mirror it here on the world Y and just let's say connect the parts like this also uh so just Bridge them together so if you notice something like this happening so if you're kind of using bridge and it's twisting you can use twist but even if it it if twist is not helping uh what you can do is just Bridge one and then Bridge the rest so that is also going to be kind of the same and in this case I'm just going to kind of like redo the loops and there we go so that's kind of like the whole uh the whole piece sort of like deconstructed what we had there at the very beginning so the process as you notice here is uh ex exactly the same as we had before so everything sort of like starts with that uh deconstruction of the parts that we are not really sort of like clear on and once we are clear on the parts that we need to do uh so in that case it was so like uh the breaking this piece right here so breaking this one breaking this one and breaking this one and so like the practicing only on this piece alone just to see what kind of like Edge flow would we need uh on these these parts so once we are familiar with that so once we sort of like practiced all the possible flows that we can get uh on this corner then we sort like prepared before even creating let's say booleans um we already know what to look for and then we already know how the final shape is going to look like so regardless of the complexity uh one more final time so regardless of the complexity of the objects that we are creating the process is always going to be the same so it's either let's say you're creating a caliper uh for a car or creating a car itself and you're trying to Model A Car uh in its complete form try to simplify it to the forms first which you not let's say understand or the forms that you might think would be the most challenging so uh so let's say that being it a rim or caliper or a tire or just a door or just even a door handle if you're let's say see an object like this uh and without even thinking too much that you know where to begin with OR that you let's say understand what the biggest challenge of something like this would be try just try it from there so the Miss file let's say the parts that you feel that would be the most challenging those can be from the simplest like even let's say this opening if you're not sure how that opening would work again what you would do just a small kind of like recap is you would just take a general Cube and try to mimic that corner so you would do let's say this it doesn't have to be let's say perfect apology or anything it can be just that you're focusing on the shape so just focus on okay I'm trying to get that shape first so here I'm creating that form and let me now try to figure out what topology around it would be and that is going to be let's giving yourself sort like these small case studies so that you know okay the topology around this object is going to be let's say like this this type of density so that means once I see this object on something more complex I already know what level of topology I'm going to need for that what kind of like uh flow of the edges I'm going to need to have around that area in order to uh create that detail so basically it's going to be just like that breaking the complex Parts into the smallest ones to the smallest ones to the actually the point where you feel that this part is going to be challenging let me break down that challenge for myself let me resolve that challenge by Challenge and kind of like combine all of these challenges together that are resolved into one solid piece at the very end so I hope that so I hope that makes sense and yeah like I mentioned uh some of these parts like I know that this one and this one for sure we covered on this channel uh so if you want to you can just see the workf behind those uh finally I also don't want to do any special advertising here but uh feel free to check my topology Workshop where we go really deep dive into how topology works and like we talk about a lot of uh examples a lot of cases to sort of like almost unhealthy obsessive levels to topology so if you want to uh yeah feel free to check that out and yeah like always thank you very much for watching and I'm going to see you next time
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Channel: Elementza
Views: 15,480
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Length: 30min 29sec (1829 seconds)
Published: Wed Apr 03 2024
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