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>> No.391659 [View]

>>388428
what you talkin' bout Willis?

>> No.391656 [View]

>>388427

People say "triangles are evil" because they are hard to work with and sub-divide poorly. Quad is basically just two tri's with an invisible edge anyway, they just don't have to deal with them directly.

>> No.389650 [View]

>>389649
It's a bit of a pain that not everything is the same when working with an Edit Poly modifier.

But in my experience edit poly modifiers are time bombs if you do more than a few small tweaks. What I mean by that is that they just tend to screw up and some verts / edges will go spaz; At which point the model is buggered! you can't undo it and you can't salvage the anything from the model! :( if it happens, you have to go back to an older file.

Pro-tip; Always save as increments (file_01 file_02 etc.) and save often! Also set max auto backup to 40 files and make it save every 10mins.

>> No.389649 [View]
File: 105 KB, 835x638, Collapse Stack.jpg [View same] [iqdb] [saucenao] [google]
389649

>>389532

Are you working with an edit poly modifier on the modifier stack? if you are, right click and collapse to Editable Poly.

>> No.389364 [View]

>>389360

I forgot to mention, in that pic on the right is the nurms sub div rollout.

If you are working in 'Edit Poly' scroll down and turn it on with 'use nurms subdiv' I usualy bind it to F5 so I can turn it on / off quickly.
Generally you only need to use 2 iterations while working, 1 is almost never enough. When rendering you may need to bump to get the extra smoothing depending on your base model; don't click it to many times... it will crash. :P

>> No.389360 [View]
File: 107 KB, 1361x617, SubDiv.jpg [View same] [iqdb] [saucenao] [google]
389360

For 2months in that is very good start.


There are many problems with the anatomy, but I can't help you with those, it's not my area; if you want to go down the character path then I suggest your first step should be finding some good books / sites. Look for books / sites with muscle, bone, diagrams etc.


Model wise there are quite a few areas you could improve (as I said though, it is a good start for 2months)

Try to work with quads (4 sided) where possible as it makes working with loops much easier, but don't stress about tri's or 5+ sided polys either; note tris don't smooth well with nurms subdiv / turbo smooth and will generally pinch.

Mesh wise, it depends what you are aiming for.
For games you want to keep tri count down, for pre-rendered stuff the count isn't as important and the focus would be on making sure you don't see any polys.

For games you want to remove and loops and edges that don't really contribute to anything, such as the silhouette, deformation or texture / smoothing islands. They can also just make it much harder to work with if there are to many. Keep in mind, that working with to few can also cause issues, so planning it out can help; it's just something that will require practice.

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