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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:05,640 When working in the VFX industry as a modeler, you are oftentimes required to model with a sub-dework flow. 2 00:00:05,640 --> 00:00:11,000 This basically means that when rendering the object a sub-serve modifier is applied to your mesh. 3 00:00:11,000 --> 00:00:13,960 If you've ever used this modifier, 4 00:00:13,960 --> 00:00:17,640 you know that adding this will bring out all the bad topology in your mesh, 5 00:00:17,640 --> 00:00:20,680 and you have to add supporting edge loops to keep the shape. 6 00:00:20,680 --> 00:00:24,580 If you're not doing it right, this can leave your mesh very messy. 7 00:00:24,580 --> 00:00:29,960 That is why I've put together this list of seven tips on how to handle your topology. 8 00:00:30,680 --> 00:00:36,440 Tip number one. Let's say we have this simple corner. When adding a subsurf modifier, 9 00:00:36,440 --> 00:00:40,760 it completely loses its shape, so we have to add supporting edge loops. 10 00:00:40,760 --> 00:00:45,640 A lot of people leave it like this, which might work for this simple example, 11 00:00:45,640 --> 00:00:49,400 but with a more complex mesh, it gets very messy very quickly. 12 00:00:49,400 --> 00:00:54,600 As you can see, we have three edge loops close together where we don't need them. 13 00:00:55,160 --> 00:01:02,660 This is especially bad, we have a curved shape right besides, where it's important to have an even distance between edge loops. 14 00:01:02,660 --> 00:01:08,660 Also, if we apply the modifier you can see that the distillation is much more dense in these areas, 15 00:01:08,660 --> 00:01:13,160 which might cause problems when adding a displaced modifier or deforming the mesh. 16 00:01:13,160 --> 00:01:16,160 Luckily there's an easy fix to that. 17 00:01:16,160 --> 00:01:22,160 In edit mode, press K for the knife tool and cut the diagonal edge from the corner, like this. 18 00:01:22,660 --> 00:01:25,660 You can now delete the inner edge loops on both sides. 19 00:01:25,660 --> 00:01:28,160 Now your edge work goes around the corner. 20 00:01:28,160 --> 00:01:33,160 When applying the subsurf modifier, the tessellation is much more even. 21 00:01:33,160 --> 00:01:36,160 Here's an example on where I used this method. 22 00:01:36,160 --> 00:01:43,160 As you can see, I'm using it very often, which makes the topology of my model look very clean. 23 00:01:43,160 --> 00:01:45,160 Tip number 2 24 00:01:45,160 --> 00:01:50,160 For this next tip, let's create UV sphere and extrude some faces. 25 00:01:50,440 --> 00:01:53,280 If we add a sub-serve modifier, everything gets smooth, 26 00:01:53,280 --> 00:01:56,920 so you might think to use creasing to sharpen the edges. 27 00:01:56,920 --> 00:02:00,160 This might totally be enough for what you needed for. 28 00:02:00,160 --> 00:02:03,920 In VFX though, this is not really the way to go. 29 00:02:03,920 --> 00:02:09,200 First of all, you can see that the smooth shading looks a bit weird on the edges. 30 00:02:09,200 --> 00:02:13,840 Also, creasing might cause problems when exporting the model to other software, 31 00:02:13,840 --> 00:02:17,440 since it might not be supported there or work a bit differently. 32 00:02:17,720 --> 00:02:20,120 So let's instead use supporting edge loops. 33 00:02:20,120 --> 00:02:29,480 We now again have these corners, which we know how to fix from the previous step. 34 00:02:29,480 --> 00:02:33,800 But let me show you a different method for adding the support edge loops. 35 00:02:33,800 --> 00:02:37,160 Go to Select > Select Sharp Edges. 36 00:02:37,160 --> 00:02:40,240 Alternatively, you can select them by hand. 37 00:02:40,240 --> 00:02:43,080 Now press Ctrl+B to battle them. 38 00:02:43,080 --> 00:02:47,480 In the settings, set the shape to 1 and the segments to 2. 39 00:02:48,040 --> 00:02:52,760 Also change the miter outer to arc, which will create this corner for you. 40 00:02:52,760 --> 00:02:58,920 With a knife tool you can now simply connect it like this, which will get you the same result as tip 41 00:02:58,920 --> 00:03:05,720 number one. Now the topology looks fine but you have this weird pinching in the corners. Obvious 42 00:03:05,720 --> 00:03:11,880 pinching is very common on curved surfaces if you don't have enough topology. In most cases you can't 43 00:03:11,880 --> 00:03:22,560 Let's add a new sphere, but this time apply one level of sub-serve modifier first. 44 00:03:22,560 --> 00:03:34,680 Now as before extrude some faces out, select sharp edges and battle them. 45 00:03:34,680 --> 00:03:40,080 As you can see, there still is pinching, but it is much less obvious as before. 46 00:03:40,080 --> 00:03:44,560 Of course, you could increase the topology even more, but depending on what material 47 00:03:44,560 --> 00:03:50,380 this object gets and from what distance it is seen, this might already be enough. 48 00:03:50,380 --> 00:03:54,240 If you now compare it with the creased version, it looks a lot cleaner. 49 00:03:54,240 --> 00:03:58,560 Of course, you could enable auto smooth, which will get rid of the rear shading, but this 50 00:03:58,560 --> 00:04:03,600 will also introduce some sort of pinching and make the edges perfectly sharp, which looks 51 00:04:03,600 --> 00:04:05,760 very unrealistic. 52 00:04:05,760 --> 00:04:06,760 Tip number 3. 53 00:04:06,760 --> 00:04:13,960 Let's say you have this very even tessellated mesh, but for some reason you need a lot of topology in just one area. 54 00:04:13,960 --> 00:04:18,760 To have these extra edge loops not go through your whole mesh, there's a simple trick. 55 00:04:18,760 --> 00:04:22,760 Select the two neighboring vertices and move them back. 56 00:04:22,760 --> 00:04:27,760 Now connect the outer vertices to cover and remove the inner edges. 57 00:04:27,760 --> 00:04:31,760 Alternatively, you can use the knife tool and do it like this. 58 00:04:31,760 --> 00:04:55,600 If that still isn't enough, you can just do it again. 59 00:04:55,600 --> 00:05:00,340 I used this tip in this example where I needed the topology for the buttons but didn't want 60 00:05:02,340 --> 00:05:04,340 Tip number 4 61 00:05:04,340 --> 00:05:10,340 The next tip is not really an easy solution to a problem but requires a bit more work. 62 00:05:10,340 --> 00:05:16,340 So let's say you have a curved surface and you want to have a round cylindrical shape indented in there. 63 00:05:16,340 --> 00:05:26,340 So you might add a cylinder, set the vertices to a really high number and then just use the Boolean modifier set to difference to eat away from the surface. 64 00:05:26,980 --> 00:05:31,620 For a lot of cases this is quite enough but when using a subdue workflow it isn't. 65 00:05:31,620 --> 00:05:35,700 So let's instead use a cylinder with much less vertices. 66 00:05:35,700 --> 00:05:39,940 I mostly try to stick with numbers that are a power of 2. 67 00:05:39,940 --> 00:05:47,060 If you move the cylinder in place it should roughly have the same spacing between edges as the sphere. 68 00:05:47,060 --> 00:05:50,420 Now again use the Boolean modifier set to difference. 69 00:05:50,420 --> 00:05:55,460 In this simple symmetrical example I can use a mirror modifier to save some time. 70 00:05:56,020 --> 00:05:58,420 You might not be that lucky in your case. 71 00:05:58,420 --> 00:06:04,580 Let's now start by connecting the vertices of the cylinder to some close edge loops of the sphere. 72 00:06:04,580 --> 00:06:08,500 On the left side I want them to go left, on the top they should go up. 73 00:06:08,500 --> 00:06:13,620 Let's do the same for the bottom part. 74 00:06:13,620 --> 00:06:19,620 I can now delete some of the edges I don't need anymore. 75 00:06:22,260 --> 00:06:25,700 In this area we could simply make a triangle out of this, 76 00:06:25,700 --> 00:06:30,100 but since it's very easy I would just have it flow like this to keep it quads. 77 00:06:30,100 --> 00:06:36,100 Same below. There's no step-by-step guide that always works in these cases, 78 00:06:36,100 --> 00:06:41,380 but after doing it a few times you start to see solutions to how your topology could flow. 79 00:06:41,380 --> 00:06:45,620 When you're done you can battle the edges with a shape set to 1. 80 00:06:45,620 --> 00:06:49,540 Let's apply the mirror modifier and use grid fill for the hole. 81 00:06:51,540 --> 00:06:57,540 We can now easily add a sub-serve modifier in the mesh stays in shape. 82 00:06:57,540 --> 00:07:00,540 Tip number 5 83 00:07:00,540 --> 00:07:06,540 The next tip again is a simple one. If you've ever tried to use a sub-serve modifier on a UV sphere, 84 00:07:06,540 --> 00:07:11,540 you might have noticed that the top and bottom will get this ugly star shape. 85 00:07:11,540 --> 00:07:17,540 If you added a displacement modifier with a simple cloud texture, this is even more obvious. 86 00:07:17,860 --> 00:07:22,740 There are two simple workarounds for that. Instead of using a UV sphere, you could use an 87 00:07:22,740 --> 00:07:30,100 icosphere. When subdividing it, the triangles turn into quads. We can apply the modifier and then use 88 00:07:30,100 --> 00:07:36,740 the 2 sphere function to make it actually round. If you use the same display modifier, you can see 89 00:07:36,740 --> 00:07:42,340 that it works quite nice and we don't have this ugly star. Alternatively, you can subdivid 90 00:07:42,340 --> 00:07:47,780 The cube and again use the to sphere function to make it perfectly round. 91 00:07:47,780 --> 00:07:54,620 This will get you an even tassellation without the weird problems on the ends. 92 00:07:54,620 --> 00:07:56,700 Tip number 6 93 00:07:56,700 --> 00:07:59,840 This next tip is for a mesh that splits into two. 94 00:07:59,840 --> 00:08:05,100 If we give it some supporting edge loops, we have the three edges going into three directions. 95 00:08:05,100 --> 00:08:10,660 To fix that, we can make these two edges meet in the center by using the knife tool. 96 00:08:10,660 --> 00:08:15,000 We can now delete these edges which already looks much cleaner. 97 00:08:15,000 --> 00:08:19,500 To not have these two edges that close together, we can add an edge loop in the center and 98 00:08:19,500 --> 00:08:24,540 then draw it like this. 99 00:08:24,540 --> 00:08:25,540 Tip number 7. 100 00:08:25,540 --> 00:08:29,900 Let's say we want to have a cylindrical shape come out of a surface. 101 00:08:29,900 --> 00:08:34,900 You might want to do it with a Boolean modifier set to union, but this will not work in a subdue 102 00:08:34,900 --> 00:08:35,900 workflow. 103 00:08:35,900 --> 00:08:39,380 At least you then have to fix the topology by hand. 104 00:08:39,380 --> 00:08:41,660 Luckily there is an easy trick. 105 00:08:41,660 --> 00:08:46,220 For that you first have to activate the loop tools add-on which comes with blender. 106 00:08:46,220 --> 00:08:51,220 In the sidebar under edit we then have the loop tools panel. 107 00:08:51,220 --> 00:08:57,420 We can now select some phases, inset them with eye and then press circle in the sidebar, then 108 00:08:57,420 --> 00:09:05,340 just extrude it and give it some supporting edges. 109 00:09:05,340 --> 00:09:10,860 If the surface is curved, you need to deselect the flatten option, otherwise this will destroy 110 00:09:10,860 --> 00:09:11,860 the curvature. 111 00:09:11,860 --> 00:09:16,780 You can also play with the other options if you run dual-weird problems. 112 00:09:16,780 --> 00:09:21,460 I hope this step will help you model with a sub-d workflow while still keeping the mesh 113 00:09:21,460 --> 00:09:22,220 very clean. 114 00:09:22,220 --> 00:09:26,220 [MUSIC] 12206

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