WEBVTT

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Welcome to non plane geometry.

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In this video we're going to understand that non plane geometry only happens with quads and guns.

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By definition a triangle is always playing now one explain a bit more of that in a moment.

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It is important to realize that rendering and exporting always absolutely always convert your geometry

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into triangles.

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You do lose control over the rendering.

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If you don't have a plain air surface because you're leaving it up to the renderer to sort out how to

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use your training wheels.

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Essentially you can't always see this in the 3D windows.

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He might not realize it has happened and will show you a couple of examples where we go on to make the

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queen's crown.

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How that can disturb us.

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And finally it does make a huge difference with flat models and flat shading which is exactly what we're

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working on at the moment.

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All of our model is in fact flat surfaces and later on when we make our lamp in the next section there's

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a lot of flat surface isn't that simple to make sure that they are plainer.

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Otherwise they will look odd during rendering.

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Now triangles in any guns if your model comes to a point at any point.

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You might need a triangle we're going to try to avoid England's where possible although when you start

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subdividing your surfaces you do you're likely to create an end gone elsewhere.

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That's something that will happen.

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Now of course you don't have to worry too much about that providing you feel or you know that you're

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in control of that bit of geometry.

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It is important to know that you will break loops when doing this edge loops and face loops will be

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broken the moment you do this and you want to keep those edge in face loops to enable you to edit and

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deform and control your model accurately wherever possible.

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Now this is a chessboard so not going to worry too much about defamation.

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So over in a default blender file we have the cube in front of us.

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Now let's work with that cube as it's a 3D objects that we can manipulate and see the effect.

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First of all if you're not already and do make sure you're on some flat shading you can do that over

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in the tool shelf itself so well flat.

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Excellent.

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I'm also just going to hide the outline and the properties windows over here.

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I'm just going to get rid of those and turn off the tall shelf whilst just duplicate the current window

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that we've got.

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Try that again.

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Brilliant.

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And I'm going to set one of these windows to a permanent rendered mode on the viewport shading and that

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means any changes we make over here we'll see over here as well.

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And I'm going to zoom in as we're going to play with the top of this cube so this zooming over here

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as well.

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Go into edit mode and make sure and virtex Select just select one of them and pull it up ever so slightly

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or push it down.

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It's up to you.

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Now we see that even though on the 3D view itself it looks like that's a relatively smooth one.

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I don't say the word smooth but a flat surface.

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Moving up there we can see that when blender decides to render it we get this horrible line across here.

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Not what we want now.

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We are dealing with.

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Flat shading here and we're dealing with flat surfaces.

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Now that means that any thing that is non plainer and we've made that the top of this cube was plainer

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until we moved one of its vertices out and that's made it non plainer.

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And it's this is the way that blender is decided to muck around with our model and make it make it into

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a plain the surface search to render it so split as it does.

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Anyway it's split this in two triangles.

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And that is what we mean by losing control.

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I've got no control how that split up.

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If I wanted to have this corner higher than the other.

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The best thing to do would be to add further geometry so that it's plainer and also does that.

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If it's a flat model when we push it back down into its neutral position it once again is plainer and

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we can see that over in the rendering we pull that out there we will see that this edge is now the problem

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edge.

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Now if we are really extreme with this so let's lift up really high you get this type of effect going

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on.

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So from the side in the render it looks like it comes down and then it moves off almost there not quite

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a right angle some of it might be 60 degrees or so but in our model itself it looks absolutely fine.

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So you can see that if you weren't very careful when constructing your model you'd be over here working

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away not being very lean not taking it to the rended section so this would be an ideal workflow.

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When you're modelling you're not sure if you're gonna make a non-plan the surface you can see it in

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life that that is in fact not.

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What we think we're going to get over in this view.

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So let's look at some of these solutions in more detail.

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Okay so the solutions to this non plainer issue that we're going to have with our flat shaded models

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or anything with a flat surface.

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Now good mesh topology from the beginning always helps with whatever you're doing and also being lean

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and checking your model through as we have been with the cube you've got a rendered view straight there

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so you can spot any issues as they happen rather than having to remodel later on which is very easy

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to fall into the trap get in there you're modelling away and all of a sudden find that you've made a

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big mistake for the last half hour and you've got to start again.

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Finally we've got these two options here there are a few more as well but these are the two main ones

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you can turn on mesh analysis and that will highlight a surface in air by default bright blue.

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If it's not plain and I'll show you how to adjust that in a few moments if we do a scale along the normal

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of a face it's self to zero that will flatten the face itself.

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Unfortunately that has the side effect sometimes of making other connected faces or so non plainer.

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So you can end up in a right pickle.

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But again this only matters if it makes an impact further down the line.

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So it's worthwhile bearing in mind we don't want the tail wagging the dog.

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If you are happy with the look of your model at this stage that's absolutely fine we're not going to

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be deforming.

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We're not going to be mucking around too much with the underlying geometry.

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So let's go have a look at meche analysis and manually making a face plainer again over in blender.

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So let's turn on our.

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Not tall shelf sorry our properties pain on this one here and every scroll down.

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We've got mesh analysis towards the bottom.

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Popping a tic in that it looks a bit funny.

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I know but we can just hear the type from overhang which is good.

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If you're working with 3-d printing to distortion and these values here we won't the this is the minimum

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angle to display and the maximum angled display which is great if you've got certain angles you need

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to adhere to as well.

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Again with 3-d printing or other considerations perhaps an engineering consideration.

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But in this case we want the maximum one to actually be zero.

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We don't care.

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We just want to know if it's not a plane.

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And then finally this one here where you can lower it down to one degree but that's as you can see if

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we move this edge down at some point it will be less than 1 degree but still non plane.

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So we can I don't know whether we'll see this in the rended view or not.

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If we made the Q much bigger I'm sure we would.

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But that's not exactly plainer at the moment and we can tell that because our z value needs to be won

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in order for it to be a true plane surface.

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What you can do of course is in the here go type nought point nought not one or something silly like

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that tiny.

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That means any movement whatsoever will make this face bright blue and you tell instantly that it's

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not the plane.

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The other option is to select the face making sure that you're scaling.

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In the Z axis of the face itself and scale it to zero.

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Okay.

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Our run through that once more so assuming we've made a non a surface like that you'd select the face

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itself you'd say let me press Z twice.

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So once is for the global normal and then Z again is for the local normal.

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And we can see it change in the lower left.

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And then if you set it to zero it will flatten the face out again.

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So let's go and have a look at this in action inaction over on the Queen that we're currently modelling

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so in file open recent and I'm going to go to my low poly queen So let's turn on meche analysis here

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and see if we've got any non accords at the moment so many analysis on.

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Distortion.

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I'm just going to set it at one degree.

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Don't need any lower than that and maximum of zero.

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Okay.

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So looking around Lot model it's looking pretty clean at the moment.

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Let's just test to make sure it is working so in edit mode and selectiveness vertex Sorry move it about

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and we can see it's these triangles at the top.

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Notice they're not going blue because a triangle by definition can only be plainer.

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The quads however are not.

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And if if I'm wobbling about you can see they're going towards being plainer and away all the time.

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I'm just going to escape out of that since I don't want to make it non plainer.

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Now the top of our Queen.

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If we want it to be pointy we've got a couple of options that we're going to have to do because it's

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pointy.

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Essentially you're going to have to end it as a set of triangles.

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Now I certainly want the outsides to remain more quod like then the inside I'm happy at being triangles

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here.

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This is an artistic decision and alternative way of doing that would also be to add some tiny quads

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to the very top and then make a kind of funky crown.

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Now we are going to have to do some subdivision at some point or some geometry reconstruction in order

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to keep the style that were going for at the moment.

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But again this is artistic style.

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You may enjoy or indeed like the aesthetic appeal of it doing some triangulation So there are no hard

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rules here but what I would like to keep throughout our model I'm going to turn the mission arses off

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again.

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I would like to keep this on octagonal feel around all of our pieces with the Especially on the outside.

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I don't mind if the inside ends up a bit triangulated in order to make this top so we are going to include

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triangles there already at the top there anyway and as well as triangles.

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When we do some subdivision I'm sure we're going to end up with a couple of guns.

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Now those won't matter unless they stop deform in the object all they cause a rendering problem later

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on.

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As long as the meshed apology is good and we end up with the flat shading that was necessary to create

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this model that's absolutely fine.

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So let's hop on to the next picture.
