3d polygonal modeling is not a joke. i've been learning 3d modeling in maya for 6 months now and man i gotta ya that thing aint a joke. its serious and it drives you nuts all the way from the depth of the sea to the highest mount of the earth. if you're just modeling basic stuff like box and circles thats ok and that's very enjoyable lol, but wait, wait until ya start thinking bout creating iron man or just about any si-fic hard surface robots, things, or whatever in that in those line, your gonna instantly notice your not match for it and immediately feels like your LOST in the abyss of outer space.
@OnMars3D
2 жыл бұрын
There are definitely levels to this.
@jakubstacho9199
2 жыл бұрын
Soooooo gooood, just what I was looking for. It would be great if you keep posting videos about high to low poly modeling along with baking and making game-ready assets
@OnMars3D
2 жыл бұрын
More to come!
@Elnaz_Heydari_22
3 жыл бұрын
One of the best tutorials! I found the answers for some of my big issues with high to low poly workflow! I really appreciate it!
@OnMars3D
3 жыл бұрын
No problem, glad it was helpful!
@Aldebaran80
3 жыл бұрын
wow, shrink wrap erased me a lot of headaches... thax, i didn't know that tool.
@OnMars3D
3 жыл бұрын
Happy to share, it's definitely a useful tool!
@lowkey9583
3 жыл бұрын
Now I need the 24k to 5k res optimization video :)))
@OnMars3D
3 жыл бұрын
I would just be applying the same techniques till you get to your target poly count. I can look into doing some super low-poly modeling in future videos though.
@bresk1
3 жыл бұрын
That is some quality content right there , keep up the good work !
@OnMars3D
3 жыл бұрын
Thank you, excited to keep making more content!
@lobkevangheluwe
3 жыл бұрын
Thank you so much for this tutorial, definitely the best I’ve found yet on this topic!
@OnMars3D
3 жыл бұрын
Glad it was helpful!
@DarkAutumn3D
3 жыл бұрын
That's what I always concentrate on as well. It's especially important for LODs. A good rule of thumb is to treat it like a cylindrical object. The more edges you remove or alter, the more it loses its shape - the more obvious it is. As long as you keep the silhouette for as long as possible then you can kinda chip away at the other parts. Always give yourself a triangle count budget - that's what I learned in games design. 24k tris is still a hell of a lot for a games engine lol. Good job though!
@OnMars3D
3 жыл бұрын
Yeah, spot on! I'll eventually comeback to this grenade and make an even lower poly model.
@sonjuneee
10 ай бұрын
Really helpful for me tho. Appreciate it ❤❤❤
@HOWDOT
2 жыл бұрын
Man thank you for this amazing explanation. Now I fell confident! Love all of your vids.
@OnMars3D
2 жыл бұрын
Glad to hear it!
@thevision2380
3 жыл бұрын
Great tutorial video as always. your all tutorial's is fully useful to maya users. Thanks for sharing
@OnMars3D
3 жыл бұрын
Glad you found it helpful!
@EnterMyDreams
Жыл бұрын
so so so useful!! thank you so much! love your explanation process
@tbnprathades1631
Жыл бұрын
If I remember it correctly, you can also use zbrush zremesher and project the detail on it. Then you fixed it on Maya, this isn't the best method cuz sometimes the shape could change.
@jahandarwerewolf8480
Жыл бұрын
Thats what i needed!! Thank you very much Sir!!!!
@michaellaviola6540
Жыл бұрын
I'm a professional rigging artist/animator, just learning more about modelling due to personal interest. The one thing I strongly disagree with is triangles. They may be okay in a model like the grande, but anything that needs to deform and animate needs to be clean quads. Too often, I've had to give back models to the modellers to fix the topology on knees or knuckles. The main problem with triangles for a mesh that needs to be rigged is that they prevent me from making clear and deliberate selections, it's not that you can't do it, but it's a nightmare to deal with. For something like this granqde, I'm sure it's fine, but overall, if I can have a mesh that's entirely made of quads, I'll take that any day
@OnMars3D
Жыл бұрын
Hi Michael, appreciate the comment. I talk about that quite a bit in other videos. This series of videos discussed workflows for rigid body props where deformation is not needed which is why I say Tris are ok. I'm actually working on an updated video so I'll make sure to emphasize this point when talking about topology. Especially on when and where Tris and quads are needed. Thanks!
@maxiperez8408
2 жыл бұрын
Wow, this video is absolutly awesome. Thanks for making such a great and usefull content !! I was really struggling with how to do the high to low properly.
@OnMars3D
2 жыл бұрын
Glad you found this helpful!
@asvanum
3 жыл бұрын
Yes finally I guess this is one the important one in the series
@asvanum
3 жыл бұрын
Also this pure Gold thank you for teaching us.
@OnMars3D
3 жыл бұрын
Happy to share!
@ИванДемыгин-ш1у
2 жыл бұрын
An awesome turorial, thanks! Keep up the good work
@KaranBhand
3 жыл бұрын
Thank youuu! I was asking for this :D
@OnMars3D
3 жыл бұрын
No problem, happy to share!
@FavoredBag
2 жыл бұрын
Great tutorial, Thank you very much!
@OnMars3D
2 жыл бұрын
Glad it was helpful!
@sebbosebbo9794
Жыл бұрын
Hallo great you presents here your hard work for use. . . r thx...
@palashdas8009
3 жыл бұрын
Thanks it's really helpful..
@OnMars3D
3 жыл бұрын
Glad it helped!
@EdgyEmoLoliconBoy
3 жыл бұрын
nice
@OnMars3D
Жыл бұрын
Sign up for my upcoming 3D Modeling course today: www.onmars3d.com/ And my Patreon: www.patreon.com/OnMars3D for all my project files, 3d models, bonus videos, Discord and more or just to support this channel 🙂 Discord: discord.gg/vybvJnEeya
@Palrakesh363
3 жыл бұрын
TY
@pachikokitty9479
2 жыл бұрын
thank you. 🤩🤩
@magedafra
3 жыл бұрын
nicely informative, thank you
@OnMars3D
3 жыл бұрын
Glad it was helpful!
@9000halNASA
2 жыл бұрын
You are a master, tnx a lot. :)
@OnMars3D
2 жыл бұрын
Glad it helped!
@atomicshrimpFT
Жыл бұрын
But wouldn’t it be contraproductive to have so many poles in the low poly? Of course you can’t see them but for presentation?
@davelidster2280
Жыл бұрын
In this workflow I’m confused when you would do the UVs? On the optimised final low? Thanks for your work.
@shisa2834
3 жыл бұрын
Im not sure what's worse....the high-to-low work or UVW unwrapping. Especially with high object count projects.
@OnMars3D
3 жыл бұрын
It gets easier with practice. I plan to cover UV Mapping next on the grenade!
@pygmalion8952
2 жыл бұрын
I usually decimate my model and triangulate it to the point which it is not visibly break the model's shape. i can go a bit far away with LODs tho.
@OnMars3D
2 жыл бұрын
That works too, that workflow is used at game studios when they have thousands of assets to prepare for a real-time game engine.
@kimberlyKDA
Жыл бұрын
Sir, is that true if I said that "Not every high-poly model should be smoothed but if it is smoothed then it is definitely a high poly model"? Correct me if I'm wrong! Thank you sir!
@fernandohenrique3405
2 жыл бұрын
I noticed that you make use of triangles even when Ngons would be appropriate. Why? Personal or technical reason?
@OnMars3D
2 жыл бұрын
Triangles give you more predicable control over the topology. Once the model goes into the game engines, it automatically get's triangulated and when you use Ngons, you risk the engine incorrectly triangulating the model.
@danielmfa3D
2 жыл бұрын
Hello. Thank you for your tutirials. But i have a question. "14:30 Use Shrink to Wrap Base Mesh on High-Poly Model" How can i use this same technique in 3ds Max? Thank you
@OnMars3D
2 жыл бұрын
3DS Max has something similar, it has Conform Brush: help.autodesk.com/view/3DSMAX/2017/ENU/?guid=GUID-AB0F11DE-3125-42B0-B7FC-034A34B12181 or Conform Compound Object: help.autodesk.com/view/3DSMAX/2017/ENU/?guid=GUID-5790F099-E538-4702-9831-EC06C0EA2819
@subang129
2 жыл бұрын
Thanks for sharing this tutorial! Very helpful. Is there any special reason why you didn’t delete hidden faces to decrease more poly count?
@OnMars3D
2 жыл бұрын
The grenade will be rendered in an open state but as you said, for further optimization, you can delete unseen faces.
@FritzHugo3
2 жыл бұрын
Are there not a automatic way to to delete unnecessary lines? I search a tool/way to export a "compressed"/converted easier 3d Version (without the flexibility to chance things after this step). Maybe the tool make a picture from the high polygoncomplete objekt. Than there make a low polygon model and put the picture from the high polygone at the low polygone model. So you should get a mix. Technical there are a low polygone but the humans see all smother - like a little opticle illusion. Or something other maybe. Any idears there are ways for this without many manuel wordk? (like you have a wav and make a mp3, like big huge 100MB Picture and after exporting there are a 1 MB .png)?
@OnMars3D
2 жыл бұрын
There is automatic tools in Maya and other 3D software. In Maya, you can use Mesh > Reduce, these types of tools work well when you need to create LODs in game engines.
@mrkoddy
Жыл бұрын
Do you advice to model High Poly with turbosmooth first then simplifying the High to Low Poly? Or may I make the low poly first then adding details on the High poly after?
@OnMars3D
Жыл бұрын
I prefer to model the high poly first then create the low poly afterwards.
@swrcPATCH
Жыл бұрын
But I dont have maya
@kmanL3G3N3D
3 жыл бұрын
Do u offer personal tutoring by chance?
@OnMars3D
3 жыл бұрын
I do offer one-on-one mentorship. You can find more information here: onmars3d.artstation.com/pages/services
@emile7895
2 жыл бұрын
is it still low poly with 24k tris ?
@OnMars3D
2 жыл бұрын
It really depends. Depends on the target hardware, specifications set by the project, whether it's a background or hero prop, etc I created this as a hero prop, so 24k maybe high but the workflow still applies whether it's 1k, 5,k, or 20k tris.
Bro saying things over and over again, making me paranoid
@ericavoss8105
Жыл бұрын
You sir need a medal, this video is the best!! At school I was always taught ‘tris are bad’ and so it stuck with me. I finished my bachelors degree last year, and now I have to rewrite my brain into being able to use them. You have explained the concept very well, super grateful!
@OnMars3D
Жыл бұрын
Glad it helped and thanks for the kind words!
@themaxproful
Жыл бұрын
Keep working hard Im in the same boat as you
@Flatlined804
3 жыл бұрын
With nanite being introduced, will this method be still used in future?
@OnMars3D
3 жыл бұрын
Yeah, this workflow will not go anywhere. Nanite is great for high end devices like PC, next gen consoles, etc There will still be a need to create more optimized assets for lower powered hardware.
@vetbarashka7102
Жыл бұрын
🤍🤍🤍🤍🤍🤍🤍🤍🤍🤍🤍🤍🤍🤍🤍🤍🤍🤍🤍🤍🤍🤍
@JustGraphic87
3 жыл бұрын
I was searching for some maya tutorials, and I am so glad that I found your channel, this tutorial is so helpful, thank you so much, I will keep on watching your other tutorials too, I am sure I can learn so many things with the help of your wonderful tutorials
@OnMars3D
3 жыл бұрын
Glad it was helpful!
@AndrewMZcroft
Жыл бұрын
Hi, what is better: Do the low poly from high poly model (removing esges,etc) or from subD model (adding edges where needed)?
@atomicshrimpFT
Жыл бұрын
Great video, howeder it was sometimes hard to keep track of all the names and knowing which model you are using rn. I would have made it low, mid and high for better understanding.
@ManOfTrades
2 жыл бұрын
I always do a lot of searching on youtube to find quality as good as this. I haven't seen your videos before, but lately they have been getting recommended and wow I wish I had seen them sooner! Such insanely good content, keep making more!
@OnMars3D
2 жыл бұрын
Welcome aboard!
@jesusfagzano1615
3 жыл бұрын
low poly 24000 faces LOL
@zeusteoh5667
3 жыл бұрын
Ya not industry standard
@OnMars3D
3 жыл бұрын
24k Tris or 12k faces/polys. I talk about the tri/poly count here: kzitem.info/news/bejne/unqrn6SPhp2choI Context matters when setting a triangle count for models. This prop is meant to be a hero prop where it can handle close up shots in real time and run on a high on platform (PC/Next Gen Consoles, Etc). If this was just a simple grenade with no focus, then going down to 2k-5k tris make sense. With all that being said, the concepts that I discuss in this video can be applied to models that 100k, 25, or 5k. As always, hope this helps!
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