How to Fix Bad Topology in Blender - Retopology Tutorial (Aryan)

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Published 2024-02-20
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#blender #tutorial #topology #retopology
This isn't a beginner tutorial. Fixing CAD topology is a headache which can take hours on detailed models like this. Learn the basics of topology to ensure you can follow this type of stuff.

All Comments (21)
  • @MrElposto
    No, you cannot separate the surfaces from the bevels (in a straight forward way). The best way to export from cad that I know is using MOI 3d, their FBX export settings are great and topology actually translates really well to poly modeling, almost no work needed after. A game changer for cad users like myself.
  • @jjc1mowery
    I import many CAD models into Blender, and I first do Limited Dissolve with a 1-5 degree angle. This makes the model much easier to work with in most cases. Also, a Weighted Normal modifier fixes most of the shading issues.
  • Vairable bevel weight is such an important feature to hard surface modeling. Thanks for the real tips here. I’d love a more in depth fixing video
  • @kulusic1
    At 1:30 you can use select linked faces flat. Tris to quads also handles most of the bevels properly if you crank the max shape angle.
  • retopology is hard but much needed . we would love to learn. thank you
  • @Cred_it
    Need more topology related videos
  • @fatcat_cg
    Great video as always man !! This workflow is a big part of my job day to day as im working with engineers. Im actually working on a plugin for about a year to simplify this process, I will let you know when it's good enough to be use ;).
  • @Manetko1982
    Plasticity has decent export options as well (not to mentione their "blender bridge" function, which is pretty mind-effin-blowin'). Primo stuff as always dude!
  • @seankelly5318
    I don't know of any easy route with this but some things that might help are - Alt J - convert to quads and merge by distance to fix the loose edges. Also what about shrink wrapping new geometry over it, using it as a guide mesh.
  • @FlickerJab
    I usually run the tris to quads operation first and play with the angle. Then I'll go in manually and work on the parts that are still problematic. Btw neat trick about the bevel width variations, good shit as always brother!
  • @D0ragg
    If you use plasticity, then there is a plugin for blender that allows you to reduce the number of polygons. If you use Fusion 360, then you will need ''moi3d'', where you can adjust the number of polygons.
  • @user-sx7ss9bh1i
    i've been using cad software more than 2 years and i get the same problem while importing it in blender , what i normally do is alt+j to make tries to quad than limited dissolve then i add required cuts or if you know from the beginning that you are going to import the model in blender just make simple shapes and the necessary holes in the cad and then add the bevel in the blender. if you use moi3d it does give you option to export in either polygons or tris and quad also thanks Aryan bro for the amazing tutorials.
  • @geldyrebel
    My man on beats mode, every day new video 🔥🔥🔥
  • @maynmyname1282
    Many shading issues are corrected by the weighted normal modifier. Thanks to it you can sometimes put the bolt on high poly
  • @nitinsharma12
    i just can feel the frustration these kinda models put you through.. i have one in front and i wannna shout....
  • @SVI_graphics
    The simple way to work with CAD models is to use an other software to clean it up before importing it to any other software like maya or blender. It wont be perfect but it will be much more clean than the one you are cleaning on the video