THIS Destroys 80% of Game Characters

  Рет қаралды 923,227

Thomas Potter

Thomas Potter

Жыл бұрын

Learn how to make Characters like mine! coaching.thomaspotter.uk/
Get my Free Character Guide: signup.thomaspotter.uk/
You’ve just finished a character model, it's looking amazing and you’re super proud of it. Next Step: Rigging your character.
You follow the steps but now your character looks all weird when you start posing your character. The shoulders look weird the knees are janky. You need to fix this now!
So how do we solve this problem? It’s topology
Get some Free Advice → / discord
Get some Coaching → www.fiverr.com/thomas_potter
About Me:
I'm a 3D blender artist whos been doing blender for more than 5 years, I'm trying to teach you how to make great 3D models and money with blender.
#Blender #lowpoly #topology

Пікірлер: 428
@lildevilgamer
@lildevilgamer Жыл бұрын
There is no such thing as too many topology tutorials. Good stuff!
@ThomasPotter
@ThomasPotter Жыл бұрын
Thanks!
@r4yZorTV
@r4yZorTV Жыл бұрын
Couldnt say it better....great Stuff!!
@svnsetexe7326
@svnsetexe7326 Жыл бұрын
3:30 for the fix for the deformation ..
@apieceoftoast768
@apieceoftoast768 Жыл бұрын
True dat
@deedoubs
@deedoubs 7 ай бұрын
I don't think I've ever seen a topology tutorial before with quite so many triangles and ngons.
@stunthumb
@stunthumb Жыл бұрын
I think that when rigging, adding additional bones is often very useful, for example having the knee joint as 2 bones, with the kneecap being a bone on its own. With this, it's possible to reduce the ugly deforms. I'd even go as far as to add mid bones to allow muscles to flex, especially the butt! - engines can handle more bones than we tend to throw at them.
@XMaster340
@XMaster340 Жыл бұрын
Nice pun and awesome advice. You sir, deserve more upvotes!
@kuromiLayfe
@kuromiLayfe Жыл бұрын
Having twist bones really helps too … an extra smaller bone inside the main bone that can usually be rotation constraint to the bone above it in the hierarchy which fixes lots of bending and rotation deforms.
@IANDURBECK
@IANDURBECK Жыл бұрын
In the industry what people usually do is define the hardness of a bone, and adjust it to its needs , defining what bends and what doesn't. While adding bones, tris and more can be a solution, its not the correct most efficient way. Of course, this is in big companies. In indies, people just do what ever they see fit.
@stunthumb
@stunthumb Жыл бұрын
@@IANDURBECK Indies and pro's share the same technology, engines, and methods though. There is no real way to affect how hard a bone is physically, you can only spread the weight of a vertex across bones. My point is that sometimes its better to have actual control rather than just setting a weight on a vertex - a thigh with armour for example would require 100% bone weights on the armour and variable bone weights on the fleshy bits... with a single bone that armour can only move in certain ways - as a separate bone it could adjust to the leg movement far better, just with some minor tweaks... like have the armour keep a tiny amount of momentum. We see professional rigging looking like shit all the time, it's what makes me preach so much about adding more control points.
@rottensquid
@rottensquid Жыл бұрын
More importantly though, it seems to me the joints should be where, ya know, actual joints go in the human body. Shoulder joints aren't buried dead center, surrounded by muscle. They're right at the outer edge of the shoulder, no matter how muscular your figure. Elbows are the same. The joint literally sticks out of the muscle, with only a thin layer of skin and tendon between it and daylight. If your characters aren't bending where they're supposed to, none of this is going to work. To render bodies in motion, you need to take a good look at internal anatomy, not just external stuff.
@clothokaftan
@clothokaftan Жыл бұрын
when you thought that asserting your dominance with a T pose was just a meme, but turns out was way more important than you realized.
@UnfamiliarLandsGame
@UnfamiliarLandsGame Жыл бұрын
I never actually thought about the t-pose in this way before. But since I often conceptualize my characters with the arms down, I can see why I have problems with higher arm angles. This concept applies to 3D and 2D rigs, I'd say.
@ThomasPotter
@ThomasPotter Жыл бұрын
Yeah it's basically a mid point between the highest and lowest point
@MIchaelSybi
@MIchaelSybi 8 ай бұрын
@@ThomasPotter Yeo, the same is true for tail for example (being straight and not curved), or pronation-supination position. It's amazing how similar my conclusions to yours, though I deduced them by myself, but never had any external validation
@jameswales2122
@jameswales2122 4 ай бұрын
Just to argue for A-pose. The reason you would use an A-pose is that the volume of the shoulder is easier to sculpt and rig at that angle but only if your character doesn't use the full range of motion. Both T and A have pros and cons and it depends on the artists preference and style
@ImBoyCryWolf
@ImBoyCryWolf 3 ай бұрын
I think you need to show the actual theory behind what makes a joint bend, like why you need certain polygons that can collapse in on themselves and the general rule of thumb around that.
@mitchellgreenland877
@mitchellgreenland877 Жыл бұрын
_High poly characters hate this secret trick!!_
@ThomasPotter
@ThomasPotter Жыл бұрын
😆😆😆
@DaellusKnights
@DaellusKnights Жыл бұрын
Wow, I actually learned this on my own way back. Not bragging, it's just really encouraging to find out something I learned by myself was actually the right thing for once and not just another bad habit I'll need to unlearn later. 😳 Sometimes it's almost overwhelming trying to figure so much stuff out. Thank you! 😁
@AndyU96
@AndyU96 Жыл бұрын
This technically is bragging, but I dont see anything wrong with it. Great work on your find
@Luluskuy
@Luluskuy Жыл бұрын
@@AndyU96 yeah lol
@MIchaelSybi
@MIchaelSybi 8 ай бұрын
Yepk, I've spend 1,5 years learning rigging and skinning in a complete isolation, and came to the exact same conclusions
@athos9293
@athos9293 3 ай бұрын
​@@MIchaelSybi who did you use to practice skinning?
@MIchaelSybi
@MIchaelSybi 3 ай бұрын
@@athos9293 What you you mean by "who""? What kind of objects, or tutors?
@Rayziyun
@Rayziyun Жыл бұрын
Cool tutorial, I would advice you to look into shape keys though. The first step of adding extra loops around joints is a good step, but the second step where you change the topology on the inner elbow can create lighting and texturing problems for you down the line. Shape keys allow you to deform your mesh in certain ways. It's used to correct pinching, like in this tutorial, but can also be used to get your characters to flex their muscles, or deform any part of your character's body to sell the impact of a punch for example.
@MIchaelSybi
@MIchaelSybi 8 ай бұрын
I guess it's for lowpoly, not sub-d models, sir
@kenalpha3
@kenalpha3 6 ай бұрын
How to use this type of shapekey in UE5? Meaning how to retarget an anim, and in UE5 have the shapekey (morph target) be formula activated by any animation that does elbow bend? (I believe the code is needed in AnimBP > if elbow bone reaches _ rotation, then activate morph. But idk the exact code.)
@zeppie_
@zeppie_ 15 күн бұрын
Game engines often don't have any rigging functionality besides bones, anything extra like that has to be achieved through scripts
@sainterasmus4545
@sainterasmus4545 Жыл бұрын
Awesome tutorial, I assume it's a little light when it comes to covering the "art" that is topology, but as a beginner this was a lot more digestible than some hour long video haha :P Thanks guy, and have a good day! :)
@cherico94
@cherico94 Жыл бұрын
a very instructive and informational video. These are things a lot of beginners struggle with in retopology. I remember I tried to learn Retopology without knowing why I'm doing it and this video teaches exactly that. Thank you so much!
@ThomasPotter
@ThomasPotter Жыл бұрын
Glad it was helpful!
@meadowcow
@meadowcow Жыл бұрын
i wish i had this video when i was first starting out and struggling with topology for low poly deformations (specifically elbows and knees). i spent hours trying to find a good guide, but in the end it was google images that led me to the technique you used for the elbow. this video would have saved me so much time; it’s short, but it gets straight to the point and is very clear. incredible video, keep up the great work!
@tezwoacz
@tezwoacz Жыл бұрын
a quick guide for people struggling with this is: in places where topology must stretch create a circle, and in places where topology must contract add extra cuts, so for example your outer knee must have a low poly circle the size of that knee, and the inside of your knee should have 3 loopcuts the size of the knee, sides dont matter because sides dont stretch/contract.
@_GhostMiner
@_GhostMiner 11 ай бұрын
0:08 half life scientist scream SFX 😅
@samhein321
@samhein321 Жыл бұрын
I actually learned this from a Mario melee character break down video ages ago, has helped me a lot.
@erichbauer3991
@erichbauer3991 Жыл бұрын
Great advice,I remember watching a video that showed which types of topology pixar uses for different body types (elbow, shoulder etc.) to make them deform nicely. Sadly I think it has been privated
@ThomasPotter
@ThomasPotter Жыл бұрын
I think I found it while researching this video, I'll see if I can find it
@Lostazzol
@Lostazzol Жыл бұрын
@@ThomasPotter bump
@Dilligff
@Dilligff Жыл бұрын
I remember seeing that myself and what was done with the elbow was similar except I think they collapsed the large polygons on the front into a horizontal line and put constraining loop cuts above and below it. The essential principle being to have as few polygons as possible on the collapsing side and double or triple that on the side that stretches.
@grapeyv
@grapeyv 10 ай бұрын
You can use archive’s wayback machine to view privated or deleted videos
@Micha-Hil
@Micha-Hil 10 ай бұрын
and then there's me, who wants to separate all the limbs so i don't need to have funky bends
@VexAcer
@VexAcer 5 ай бұрын
Oh I can't believe it was that easy lol First time using Blender and I'm making a PS1 styled low poly character. Adding a loop cut to the legs and adjusting the topo for the shoulder/elbow basically fixed my posing situation. Now I can move their legs & arms naturally without it distorting horrifically. The polycount increased a bit ofc, but it's worth it for the results.
@brennanperry8001
@brennanperry8001 Жыл бұрын
I like the fix for the elbow joint, because it's basically just remembering that the elbow pit exists.
@Tea_Txx
@Tea_Txx Жыл бұрын
Really helpfull! Have search tips for this kind of issues and have found at least too long videos and your's just solved that so quickly, thanks 🔥
@four-en-tee
@four-en-tee Жыл бұрын
Me when I'm having to draw anatomy in my art. Remember: art imitates life. I don't care how abstract we're talking, its pretty much always going to be the case when we're talking people or animals. They still have to behave correctly, and in the case of a 3D game, you can only be so abstract.
@Kajenx
@Kajenx 11 ай бұрын
For elbows and knees, I've found a bone that rotates halfway between the upper and lower portions actually solved all of my issues. It seems like it should work the same as just weight painting it half and half, but it actually works very differently.
@intrepidolivia482
@intrepidolivia482 6 ай бұрын
Do you have a visual reference of this somewhere? I'm not sure what you mean.
@kenalpha3
@kenalpha3 6 ай бұрын
Ya but how to handle it in UE4/5? Im working with multiple people's animations that dont have a key for that elbow bone. So what is the fastest solution? If my Armature has extra elbow bone, do I really need to import every animation in Blender, add elbow key frames, export back to UE? Because thats what I have been having to do so far. And it slows me down because Ive changed character designs 4 times (and thus need to redo anims). I have Auto Rig Pro. But dont see a way to bulk add keyframes to other anims for my elbow bone. And cant use drivers > dont export to UE.
@wege8409
@wege8409 3 ай бұрын
I've never heard of this. So if I'm imagining this correctly, if you have an armature of three connected bones that go from top to bottom, you take the middle one and rotate it on the z axis 180 degrees? Or are the bones all disconnected and the middle bone is rotated 90 degrees on the y axis?
@kenalpha3
@kenalpha3 3 ай бұрын
@@wege8409 Mine is like an upper arm bone connected to the lower arm bone. But loner arm bone has a child bone. So the hierarchy is not 3 bones in a row, only 2 in a row, + a child for detail control (adjust only weights on the forearm crease, not upper arm). But I forget, I think the child bone (on the forearm) uses a copy rotation of the fore or upper arm bone. (Thats the important part. So when the forearm bends to make an elbow crease, then the child bone is told to rotate and pull the muscle in/out (the specific weights).)
@kenalpha3
@kenalpha3 3 ай бұрын
Replying to myself. I found out that UE4/5 does have drivers like Bender (formulas to rotate bones based on other bones) called Pose driver in the AnimBP. So if you export an FBX from Blender, their drivers will not be saved. But if you import the FBX mesh into UE, then you have the mesh, then need to recreate a Pose driver.
@vapx0075
@vapx0075 11 ай бұрын
Wow, when I did 3D work in my course it filled me with unsatisfied frustrations. I think I'm a step towards getting my head around working with polygons.
@seerofprophet
@seerofprophet 11 ай бұрын
This is really helpful thanks Thomas
@Michael-eg3rs
@Michael-eg3rs 11 ай бұрын
I'm not even making games yet and I've already saved this for when I eventually do. This will be a fantastic help before the problem even arises
@papierbndc
@papierbndc 11 ай бұрын
You my guy just won a new happy subscriber :D The elbow thing made my life way easier now. thanks a lot my guy ;)
@uncletrashero
@uncletrashero Жыл бұрын
Bruh. Such a good concise video. ty more of this plz!
@karuttiae
@karuttiae Жыл бұрын
This is really good but could you enable this one thing where it shows what buttons ur clicking? It would be really helpful in learning these shortcuts myself :)
@ThomasPotter
@ThomasPotter Жыл бұрын
Yeah sorry, I forget to turn it on when I'm working
@kogamedev
@kogamedev Жыл бұрын
Great tutorial on 3D articulation !!!
@marvinalberto7963
@marvinalberto7963 2 ай бұрын
Your a wizard Thomas. Subbed!
@intrepidolivia482
@intrepidolivia482 6 ай бұрын
After years of Blender use but being really bad at creating human bodies, I am seriously learning a lot here. Thank you so much
@mak993
@mak993 Жыл бұрын
Thank you so much! This thing is literally the biggest trouble I've had while rigging
@MIchaelSybi
@MIchaelSybi 8 ай бұрын
I came to exactly the same conclusions as you did, sturying rigging and skinning. Expecially the shoulder area, and rings around the shoulder blade/pectorial area. It's amazing how few artists make it that way. They never tried to raize the character's arm I guess
@CodeBlues-TimeisGold
@CodeBlues-TimeisGold Жыл бұрын
와우! 번역은 기대도 안했는데 예상외로 좋은 번역덕분에 좋은 영상 잘 보고갑니다. 감사해요 구글! 그리고 토마스!
@SupaKoopaTroopa64
@SupaKoopaTroopa64 Жыл бұрын
One thing I've never been able to figure out when it comes to joint topology is how to add more detail. Generally, you want the areas around a joint which stretch and compress to only contain edges that flow perpendicular to the bones, but what if you need to add more edge loops in the opposite direction? The best solution I've found is to use a bone with a "stretch to" constraint in place of what would be a single loop of faces, such as the front of the arm @3:45
@FossyPickles
@FossyPickles 10 ай бұрын
for the longest time I thought this tutorial was dumb and NEVER sat through it, until I moved on from low poly stuff to models that have fully formed bodies, and this came in handy
@davep7176
@davep7176 Жыл бұрын
The thumbnail to this video alone was enough to help me. Big thanks!
@ThomasPotter
@ThomasPotter Жыл бұрын
Lol
@acf2802
@acf2802 Жыл бұрын
"It looks weird" Spoken like a true professional.
@octaviotastico
@octaviotastico 9 ай бұрын
Nice video man! Thanks
@azoth._.
@azoth._. 4 ай бұрын
Can't believe you only have 18.4k subscribers with such s brilliant short tutorial, thank you :D
@ThomasPotter
@ThomasPotter 4 ай бұрын
Glad it was helpful!
@JamesBlacklock
@JamesBlacklock Жыл бұрын
I used to use Blender a lot, like more than a decade ago. I could never figure out how to rig character properly, though. No one ever told me it was just a matter of topology. Very informative!
@ThomasPotter
@ThomasPotter Жыл бұрын
Yeah having good topology is crucial to have good experience when rigging your character.
@theaccountant6125
@theaccountant6125 2 ай бұрын
This was so helpful, it made my model not look like trash
@sciverzero8197
@sciverzero8197 Жыл бұрын
I learned a lot about this from examining PS1 models, and how they often had tricks to prevent deformation errors, which simply can't be done in larger levels of detail, because they worked mostly by using the topology that wasn't there, in ways that would always pinch when extra topology was present. This is why modern games have complicated systems of correction morphs, hundreds of extra bones for deforming very small parts of models and so forth... not so much to add new amounts of detail, but simply to correct the erroneous behaviors that more detailed models create that aren't present in older models. Good topology for animation isn't always what people call "good topology."
@kenalpha3
@kenalpha3 6 ай бұрын
Anyone know the code to match morphs to the bone angles of any animations? (I guess this would be like a Driver in Blender. But in UE4/5 this code would go in the AnimBP.)
@clutch44444
@clutch44444 20 күн бұрын
Always nice to see a fellow South African in my recommendations
@DeathxStrike18
@DeathxStrike18 Жыл бұрын
for elbow you ant 3 loops around the joint and a loop around the elbow point you can use inset to make it to keep its round shape
@CrimsonAkato
@CrimsonAkato Жыл бұрын
recently extracted some assets from a old arcade game and they all had bad topology on there knees it took hours to fix every model 1 by 1 xD but it was worth it cuz those are some very nice looking models overall for character I like and the very old style is just a nice vibe . but damn had to fix way too many knees
@DavidZMediaisAwesome
@DavidZMediaisAwesome Жыл бұрын
what game was it?
@MADDOG-sq9oj
@MADDOG-sq9oj Жыл бұрын
I have never made a model before in my life but I still ended up watching this all the way through at 2am
@Janfon1
@Janfon1 Жыл бұрын
Doesn't joining with j only make edges without splitting the faces? I always used the knife tool instead
@ThomasPotter
@ThomasPotter Жыл бұрын
No j works to split the face, if you press f it will just add an extra edge without splitting
@3dtouch424
@3dtouch424 Жыл бұрын
It's a totally new way for me..and my character will be looking a little more natural now.. thankyou for making this video.. it's brought a whole new level to my character animation 🍓🍓🍓🍈
@Killicon93
@Killicon93 Жыл бұрын
Good stuff!
@faisalwho
@faisalwho 4 ай бұрын
Hey can you post the keyboard shortcuts or theenu selection you used in the process? The joining and fixing I haven't seen before and I have no idea how you did
@jorgevelasco-theartofgames8687
@jorgevelasco-theartofgames8687 2 ай бұрын
20/10 video, thank you so much. You are a wizard, Thomas
@flameofthephoenix8395
@flameofthephoenix8395 6 ай бұрын
Neat! I personally don't have access to topology or 3d modelling services, which gives a lot more control, but good lord it's tedious to hand adjust each vertice of each triangle...
@gegi4577
@gegi4577 Жыл бұрын
a great video! short and clear!
@ThomasPotter
@ThomasPotter Жыл бұрын
Glad it was helpful!
@MonoOne101
@MonoOne101 5 ай бұрын
how do you design the topology's so its made of quads when you need triangles to fix the initial problem ?
@jameswales2122
@jameswales2122 4 ай бұрын
The video is good. As for this solution there are different improvements that could be made generally the topology is best to follow the flow of the mesh. By this with the shoulders I would have an area outlining the mass of the shoulder.
@kedman1095
@kedman1095 Жыл бұрын
I don't need this tuto, but I have a deep respect for the technique, that's art!
@KattaCambrino
@KattaCambrino 4 ай бұрын
I followed the tutorial but everything still breaks? I ever tried adding more lopps to the arm as a whole but it still didn't work. It's pretty much just cylinders for the arms which i thought would make it easy but no it's still not working, why?
@SestoMazzanti
@SestoMazzanti 5 ай бұрын
It's so adorable to see young people struggling with the same problems I had 20 years ago.
@jisshooea
@jisshooea Жыл бұрын
What if you have a really high poly model will this be a issue?
@jarlemalmin
@jarlemalmin 10 ай бұрын
They have made things easier in 10 years :) When I was modelling and making characters I had to skin the character manually. Also we added extra bones to help with deforming the character so not to get those ugly cuts.
@Somebodythatyouneverknew
@Somebodythatyouneverknew Жыл бұрын
I love You. - Patrick Star
@lawrence9713
@lawrence9713 Жыл бұрын
I often struggle to choose the right way of topology. Back in school I learned to have a more muscle structured topology. Meaning for the shoulder there is an edge loop going down to the lower chest part. There is a good picture on wiki polycount, showing the two different methods. You can find it if you search for PiorOberson_shoulder-compare.jpg I am kind of stuck what way to use. Is one of them two wrong? If so, which one? Are they both right? Studying Fortnite 3D models for example using the topology you showing in the video. This means, this type of topology seems correct and good, but am I missing something out this way? I'm so confused and my head is spinning around this topic so much I'm stuck.
@ThomasPotter
@ThomasPotter Жыл бұрын
I think this way works better normally but if you have a system for muscle simulation then the muscle topology makes more sense
@dixierekt8096
@dixierekt8096 2 ай бұрын
I usually just use shape keys to fix mesh deformation
@zodiacthemaniac4604
@zodiacthemaniac4604 Ай бұрын
same here
@ericfieldman
@ericfieldman 8 ай бұрын
Very late, but there's another option I prefer to quickly merge vertices, where you can basically just click and drag one vert to the other one, and it merges with that other one automatically. To do it, there's an "auto merge" icon by the XYZ mirror symbol. If you turn that on and turn snapping on, setting snapping to vertices, and you press w until your selection tool is the gray cursor icon next to four arrows, you can click and drag to move verts in one motion, the snapping will connect the vert you have to the one you hover over, and the auto merge will determine that the verts are in very close proximity and will then connect them. This sounds like a lot, I know, but if you have to deal with a ton of vert merging ops in succession, it can be very helpful, and regardless, knowing all the options can make things way easier if you use them right
@crashlegacy4768
@crashlegacy4768 Жыл бұрын
Very good tutorial!
@ThomasPotter
@ThomasPotter Жыл бұрын
Thanks a lot!
@macksnotcool
@macksnotcool Жыл бұрын
No, It's because of weight painting. if you weight painted it properly, it would actually look good.
@bzavacado
@bzavacado Жыл бұрын
It’s basically trying to mimic how the muscles, tendons would be connected as a whole. I get it. I didn’t study any form of anatomy but I get it nonetheless. Great tutorial!
@Jesusimfruguys
@Jesusimfruguys Жыл бұрын
First time I actually could follow and understand a blender tutorial video 💀
@rinaldoive4158
@rinaldoive4158 9 ай бұрын
Nice work, i like it 👍
@v3xx3r
@v3xx3r 10 ай бұрын
It looks so much like a suit of armor joints.
@vizdotlife
@vizdotlife 9 ай бұрын
This is a great tip, thank you!
@ThomasPotter
@ThomasPotter 9 ай бұрын
Glad it was helpful!
@Crocc101
@Crocc101 7 ай бұрын
I need this is to fix my giant Cthulhu looking squid
@NeroZeroes
@NeroZeroes Жыл бұрын
i need help with th good topology for the connection between thigh and hip, it's always the place i have problem the most
@kilroy987
@kilroy987 Жыл бұрын
It can all be solved with more polygons with movement bias assigned, and a volume distribution algorithm. You know, how the actual human body works.
@henrihomeless8376
@henrihomeless8376 6 ай бұрын
Nice. But what do you do with highpoly meshes? I got a nice humanoid mesh, with arms consinstig of ~40+ loops already. (They also strech badly). I also tried weight painting, but its very tedious.
@kenalpha3
@kenalpha3 6 ай бұрын
People say use an extra bone that controls inner elbow verts (weight paint). I have an advanced model. But the problem is using it in UE4/5 with other peoples anims. Because now I have to manually add my elbow bend Keyframe to every animation that arm bends. Any faster solution? People said use shape keys (for inner elbow verts). But again in UE4/5 I would need code in AnimBP to activate shapekey (morph target) when elbow bone reaches _ rotation (like what a Driver does in Blender). Idk the code.
@arlocke
@arlocke Жыл бұрын
It isn't just about topology - it's also skin weights. Those are just as important! Can't leave everything up to automatic processes - gets you halfway there. Nice simple demo on joint loops, though. Teaching the good word of topology.. except you misuse the word often here. Geometry and topology and density are different! The 3D world is confusing in that many words have been used to mean the same thing. It's almost being Americanized (muddled with word misuse) as it's being developed, lol. This is a good crash course overall and I appreciate the simplicity in the character example, nice video!
@awwabshuaib5724
@awwabshuaib5724 10 ай бұрын
I saw you use the loop tools Add-On and tried what you did with it, but it just fills the cuts I made in my model. How did you do it? Please reply ASAP with a step-by-step process of how you got loop tools to work for you.
@awwabshuaib5724
@awwabshuaib5724 10 ай бұрын
Forget it. I just figured out how Loop Tools works. And for those have this problem, make sure that join your objects to your model because the Add-On only works on In other words, if you want use the loop tools to bridge your objects to your model, join them first.
@ThomasPotter
@ThomasPotter 10 ай бұрын
Yeah, it's to be able to join to edges together not joining objects. Ctrl j to join if anyone doesn't know
@lightning_11
@lightning_11 Жыл бұрын
1:21 Wow, that looks very trippy!
@violettracey
@violettracey 8 ай бұрын
Thanks!
@alrizo1115
@alrizo1115 11 ай бұрын
Aside from topology, apply Blendshape or capsule/muscle
@ThomasPotter
@ThomasPotter 11 ай бұрын
Most people will be making characters for games when using low poly, I don't think game engines support blendshapes very well
@kenalpha3
@kenalpha3 6 ай бұрын
@@ThomasPotter UE4/5 does. But Ive asked this a few times: anyone know how to use this type of shapekey in UE5?: have the shapekey (morph target) be formula activated by any animation that does elbow bend? (I believe the code is needed in AnimBP > if elbow bone reaches _ rotation, then activate morph. But idk the exact code.)
@naomisilverfang7098
@naomisilverfang7098 2 ай бұрын
If you're making a ps1-style game, you'll notice looking at classic models that most joints only use a single edge loop on joints, which is why animations were usually more simple, to hide the pinching of the models. Ideally you want to aim for somewhere between 500-600 polys for an authentic-feeling character and let the textures fill in most of the details.
@JKTravelsShow
@JKTravelsShow Жыл бұрын
A-pose = character does mostly everyday movements like walking, sitting, talking T-pose = character does a lot of action movements like jumping, climbing, hanging Just my opinion. 😁
@DrakDoesEdits
@DrakDoesEdits 4 ай бұрын
Didn't know James and Lily had another son named Thomas other than Harry
@notkmr
@notkmr 10 ай бұрын
Thank you so much sir!
@WaddleQwacker
@WaddleQwacker Жыл бұрын
Aaaah the infamous magic elbow triangle
@AlexandriaLibraryGame
@AlexandriaLibraryGame Жыл бұрын
Awesome video
@siresorb1419
@siresorb1419 Жыл бұрын
Is it bad that I just prefer to smooth things out with shape keys instead of using topology?
@issacthompson330
@issacthompson330 Жыл бұрын
If it works and isn't that hard for you there is no problem in how you do it.
@KathyRoss
@KathyRoss 4 күн бұрын
Well... subscribed to your channel!
@wyatth3524
@wyatth3524 Жыл бұрын
In far cry 2 you can see that happen when the character does his iconic “healing animation”.
@ckay7816
@ckay7816 Жыл бұрын
Amazing tutorial
@DARK_AMBIGUOUS
@DARK_AMBIGUOUS Жыл бұрын
I have a question, how do I make it where when the elbo bends, the inside of the elbo stays the same and the outside of the elbo stretches so when the arm is completely bent 180°, the elbo is like a U shape. I’m trying to make a roller coaster game where you can bend the tracks and Everytime I bend the track, the inside bent part gets thinner but I want it to stay the same where the track can be able to bend like a U shape
@CertifiedDoc
@CertifiedDoc Жыл бұрын
Vertices deform around the head of the bone they're weighted to. Those on the inside of the elbow move toward each other simply because they're on the inside; they don't stay in the same place. But uh... Are you trying to deform track with an armature? That's not really the right tool for the job. Look into the curve modifier. There are a number of tutorials on KZfaq that can teach you how to build roads along a curve or path; the method for creating roller coasters is the same. You can also use geometry nodes to build anything you want along a curve. It's more complex to learn and set up, but there are plenty of resources on it if you're feeling adventurous.
@DARK_AMBIGUOUS
@DARK_AMBIGUOUS Жыл бұрын
Thanks, I seitched to trying to use the new native splines in unity but for some reason I can't get the "Spline Extrude" component to work and there are no videos about it because they are so new
@Barnaclebeard
@Barnaclebeard 6 ай бұрын
It's a lot better but it's still pretty bad through parts of the desired range of motion. What more can be done?
@epiclegendaryking332
@epiclegendaryking332 2 ай бұрын
So that why i feel like i have hair in my armpit bc my polygon are all mess up
@diagram_sock
@diagram_sock Жыл бұрын
Best tutorial for my worst characters
@ThomasPotter
@ThomasPotter Жыл бұрын
Whats wrong with them? If you join my discord I can try help you make them better discord.gg/KQB4ugUTds
@DaemonForce
@DaemonForce 10 ай бұрын
This is great. 💯
@G655
@G655 10 ай бұрын
Respect, learned something new
@kmjgamingalt
@kmjgamingalt Жыл бұрын
This is a good video. That’s what the Bridge option is for with LoopTools.
@ThomasPotter
@ThomasPotter Жыл бұрын
True, Loop tools is great
@king_purpless
@king_purpless 6 ай бұрын
is there a video for modeling polygonal character?
@ThomasPotter
@ThomasPotter 6 ай бұрын
yeah many videos on my channel
@bradentheman1373
@bradentheman1373 10 ай бұрын
Finnaly i video i can watch to sleep but good video
@elwazero72
@elwazero72 7 ай бұрын
What tool do you use in minute 2:00 ?
FIX Your 3D Clipping NIGHTMARES FAST.
5:31
Thomas Potter
Рет қаралды 19 М.
10 Minutes vs. 10 Years of Animation
19:29
Isto Inc.
Рет қаралды 781 М.
НРАВИТСЯ ЭТОТ ФОРМАТ??
00:37
МЯТНАЯ ФАНТА
Рет қаралды 8 МЛН
哈莉奎因以为小丑不爱她了#joker #cosplay #Harriet Quinn
00:22
佐助与鸣人
Рет қаралды 8 МЛН
Finger Heart - Fancy Refill (Inside Out Animation)
00:30
FASH
Рет қаралды 29 МЛН
Why Do Video Game Studios Avoid Blender?
6:49
The Cantina
Рет қаралды 472 М.
The Strange Graphics Of LETHAL COMPANY
15:59
Acerola
Рет қаралды 790 М.
Making a Low-Poly Model!! (Blender 2.8)
8:36
Cube Punks
Рет қаралды 69 М.
CGI vs Practical - Can you tell the difference?
11:22
Blender Guru
Рет қаралды 6 МЛН
How I Learned to Create Retro Game Characters
12:06
Keven
Рет қаралды 238 М.
Bringing Medusa to Life in Blender - Full Process Explained
14:05
Vertex Arcade
Рет қаралды 83 М.
3D Models That Will END Your Career
11:29
chocofur
Рет қаралды 879 М.
World's Most Impossible Trickshots
20:53
Airrack
Рет қаралды 1,3 МЛН
Midnight Zombie Stop Surprise 🍂🧀😂
0:19
Cheesy Adventures Co.
Рет қаралды 11 МЛН
бим бам бум💥💥 типа..
0:18
Ma1x1
Рет қаралды 8 МЛН