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>> No.977637 [View]
File: 21 KB, 710x845, Subdivision.png [View same] [iqdb] [saucenao] [google]
977637

>>977632
>>977635
Subdividing calculates a sort of "halfway" point between edges, and in so doing, it can result in a lot of lost space. Your hips have a lot more vertices, so they're all supporting each other. Your toes have very little vertices, so no support.

Personally, I think that if you're planning on subdividing cylynder-esque shapes, then they need to be at least 8 sides around to prevent significant volume lost. 12 or 16 around is even better.

If you're attempting to keep a low poly count, say for a model that has to animate in real time without much performance issues. Then simply don't subdivide. You'll just bloat your model for no reason. Stick with your low poly and efficient toes. I can tell your model is going to end up with a sufficient poly count without subdivision. The only reason to subdivide higher, is if you're really going to zoom in extra close and you want everything to look smooth even while close up. In which case, I would tell you to get more supporting loops for the toes before subdividing.

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