How To Model With Terrible Topology

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I'm going to show you how to model with terrible topology now I know the quad boys are going to hear this and probably collapse so please remain seated if you are one of them I don't want to be responsible for anyone you know having to call up the ambulance or something when I present this information so let's hop right into it so before I can you know make the topic this video I have to use a different software to kind of demonstrate a point here so this is plasticity it doesn't really matter you could use Moy 3D Fusion solid works it doesn't really matter right I'm just using plasticity here for demonstration so this is a model that was created in plasticity okay just a very basic model now in plasticity or really any CAD software there is no such thing as topology it doesn't physically exist like there's no edit mode in here like you you don't go into edit mode in this program because polygons aren't a thing so basically you know with these types of softwares you can create some very interesting shapes and designs and different you know fusions and booleans and things like that works very similar to blender except there's just no edit mode basically so you know I can go in here I can press uh B to Bevel you can kind of see what's going on here and uh you know you can do all sorts of different you know interesting operations very similar to blend the only difference here is you know in plasticity or any CAD software there are no polygons there's no such thing as topology now let's quickly go to the portfolio of a professional designer so somebody I like is Aiden garazu I think he has fantastic stuff um let's just find something interesting in here okay maybe I don't know this grenade okay so if we scroll down here you can you can already see the software he's using he's using myy 3D it's very similar to plasticity there's no such thing as apology in here this was all designed you know inside of Moy 3D according to his portfolio I've seen some of his stuff before he does use Mo 3D and you can see the software right here this was modeled in MO 3D a different 3D modeling software very clearly so I'm going to repeat this one more time there are no such thing as polygons inside of these softwares the only thing you're really focusing on when you use these softwares is uh is basically how the design looks that's all you're really worried about and the same type of thing applies here in plasticity now what you can do is you can model these same exact shapes inside of blender the workflow is just slightly different because now you're dealing with polygons instead of you know vectors and Mathematics right so so in plasticity another thing you can do is you can actually um select your object and Export it into polygons I'm going to do that real quick okay so let's go to I haven't used this in a while I believe it's up here we're going to go to export and save as and we're going to choose a let's choose an obj and we'll just call this you know example it doesn't matter and basically what you can do here is you can choose to is triangles quads now the quads feature is not really quads it's triangulated and you can also use Eng gon which is the feature that uh that I prefer to use personally okay now density is basically the resolution it can be very blocky or it can be you know much higher resolution if you set this to something like one so we can just set this to you know 05 is probably fine leave all the other settings alone and then click on the okay button and then what I'm going to do is I'm going to take this obj F file of this object that I just exported and I'm going to bring it into blender all right so here's the same exact object imported into blender now if I go here into the topology you can see it's pretty messy there's a lot of extra excess geometry here now you could try to clean this with a limited dissolve and try setting this to something low it it's not really going to work as well as you might want want it to and you can see overall this topology here is uh it's quite messy some of it's okay like back here is not terrible but you know this topology is 100% a mess I think we could all agree with that however if I go into object mode and I'm just trying to render you know some sort of concept design or create a portfolio piece I do not care even in the slightest how the topology looks I don't care how messy it it is I don't care how terrible it is I do not care at all so a lot of quad boys have this weird obsession with the moment you have a model inside of blender you know they freak out if the topology is bad now I'm going to play devil's advocate here in a second because they do have a point in certain situations I don't want beginners to get in here and think they can just be using you know God awful topology in every situation that's not the point of this video the point I'm trying to make is if I use plasticity for someone to say oh your topology is bad doesn't make any sense there's there's no such thing inside of a software like this that phrase doesn't make any sense but the moment I bring it into blender all of the sudden you know people freak out about topology just by importing the same object into blender guys it's the same exact shape this shape and this shape they're the same thing and if you're just going going for a cool portfolio piece or a concept render like for example I could literally go here into rendering mode drop a material on this right and and who cares I don't care how the topology looks I ultimately care you know how exactly does this thing look in the viewport and inside the viewport here you can see you know I could kind of move this around I could render it and this is essentially what these you know bigname designers for example Aiden here in this example this is what they're doing they're modeling this in some sort of CAD software they're mainly focused on the design itself the topology is not a thing it's not even a concern because it doesn't exist and I guarantee you you know for a professional designer like Aiden here as an example you know you could literally take any of these models here and I guarantee you if you export this from the CAD software and bring it into blender the topology is going to look Absol absolutely terrible but who cares the only goal with these types of concept renders and concept designs is to create a design that's the only goal we're not concerned about the topology in the slightest so you could take any of these you could import them into blender and the topology situation is going to be the same it's probably going to be an absolute mess so for people who have this weird obsession with perfect topology when it simply isn't needed have absolutely no clue what they are talking about so you know when I make videos showing how to create renders or how to create different designs and things like this you know those videos aren't geared towards a VFX artist for example now to be Fair perhaps you know I have hundreds of videos explaining this but I guess you know new people come in every single day so to be fair you know I could repeat this in every single video but there becomes a certain point where you think this would be common information even for people people experience in blender but apparently it isn't so that's kind of why I'm creating this video here to really demonstrate this point now I am 100% going to play devil's advocate here because you know there's an other side to the coin if you're using this piece you know this is probably a bad example here it's like a mechanical looking piece right but say this was for some sort of VFX project or it was meant to be deformed or something like this right or in certain situations in games you know this topology is probably not going to slide right for example if I try to deform this object um I don't like this new setting that blender made but we'll go in here and go into simple deform it can't deform well I mean you can already see the shading is going crazy it's breaking it just won't deform well now if I remesh this I don't know how well quad remesher will do it here but I'll quickly hit it with quadry measure which is a pretty cool add-on you don't need it but I'm going to use it as an example and it did an okay job let me shade this smooth subdivide it whatever not the best but I'm going to go ahead and deform it now just as an example and you're going to see this thing is actually going to deform a lot better you see what I mean it's not there's no weird shading issues or anything like that and that is simply because you know it has clean quad- based apology now so there are situations like this where let me undo it you know where you simply need good topology where it matters and is an important thing but if you're somebody who's trying to you know create professional quality designs and concept renders and things like that the topology does not matter in the slightest I do not care how it looks it is zero relevance to me so you know when people say you know oh topology bad or you know what about the topology or this or that and it really doesn't make any sense because it's on the same coin as saying all the topology here is bad when it doesn't even exist right for some weird reason the moment you have the same type of thing inside of blender it now becomes an issue and this I simply boils down to people being ignorant people not knowing when topology is important and when it really doesn't matter at all so you know I could spend every single video explaining at the beginning every single video disclaimer disclaimer disclaimer but there becomes a point where people need to do their own research they need to learn the ins and outs of 3D software when topology is important when it isn't important what are their goals are they different than mine for example these types of things are the things people need to research and learn about when they're getting into 3D so they can accumulate the right type of information now if you're someone who does need good topology for you know certain situations like VFX or maybe you need to deform the object or whatever other pipeline requires it I do have plenty of tutorials on the channel you can just search you know do a little bit of thinking and deep diving you'll find stuff on the channel and also I have other tutorials for example I have a game asset tutorial where I show you how to use booleans and endons for a static mesh and still get a very clean result that's a I think a three-hour long tutorial I made a couple years ago very informative stuff so if you want to kind of have the full idea of different topological situations I guess you could say you know check out some of those videos you're definitely going to learn something new and also if you're new to hard surface modeling and blender you can always grab our jump start course and for all the quad boys out there trust me we will not be using quads in that tutorial series we'll be using end guns everywhere and solely focused on a good look looking design so if you have an issue with that that course is probably not the best for you but if you're interested in learning our different workflows for hard surface modeling and you're new to blender you can grab that course for free Link in the description so to end off the video next time you're modeling think to yourself is my final goal to have clean topology or is my final goal to have a clean concept design I don't know what your goals are because everyone's different but if you're just going for you know maybe you want to be like Aiden's work here and you want to create some very badass designs don't worry about topology at all it doesn't matter worry about the quality of your designs and focus solely on improving Your Design skills not how clean your mesh is in terms of topology so hopefully that makes sense hopefully this gave a little bit of clarity to people who are otherwise confused and uh I'll see you in the next video
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Channel: Josh Gambrell
Views: 10,300
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Length: 12min 58sec (778 seconds)
Published: Thu Feb 01 2024
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