3D QUICK TIPS: Planar vs Nonplanar Geo

  Рет қаралды 20,851

Alex Senechal

Alex Senechal

Күн бұрын

Пікірлер: 18
@Onigatana
@Onigatana 2 жыл бұрын
I always wondered why the surfaces on my objects had bumps. Thanks for making this video.
@toxicsludge77
@toxicsludge77 7 жыл бұрын
Thanks for the video mate, look forward to your future ones :D
@tulbezus5844
@tulbezus5844 5 жыл бұрын
Man, what kind of screen resultion is that? I'm scared.
@aronecartolaine9606
@aronecartolaine9606 5 жыл бұрын
me too hahahaha
@The9PointStar
@The9PointStar 3 жыл бұрын
I was about to ask the same until i see that u did before lol
@octaviordz9160
@octaviordz9160 Жыл бұрын
excuse me do u have the video about sppeed the edge loop procesS? 5:31
@giaco89
@giaco89 7 жыл бұрын
Thanks for the tips! Looking for the next :)
@sharoozasghar4956
@sharoozasghar4956 6 жыл бұрын
but what to do if you have to model detail like that into a curved or non planar geometry? Thats really my struggle. Cutting in hard surface details on a deformed surface. Sometimes when I model a blockout, i refine it and then realise that I dont have enough geo to support most of the hard surface stuff that needs to come in now. I try using "double smooth" or "smooth by Smoothing groups" couple of times but sometimes even that gives weird result due to it being a non planar surface. Can you make a video on how to basically approach a complex shape that supports "organic details" as well as hard surface stuff and how to approach it from blockout to subd. Thanks!
@stuffystuff1661
@stuffystuff1661 5 жыл бұрын
What seems to be working for me is the workflow from the video "complex details" by arrimus 3D, In short, work on a low poly model whit subd modifier on, instead of adding edge loops, simply add edges where you need form changes, and if you want to change the sharpness of a corner, use creasing instead. You will still see glitches in the topology but not as many and not as apparent, in these cases you'll need to touch up a bit the topology, the good thing is that these adjustments can be made on the fly while designing, so you're not forced to do mental gymnastics to turn every triangule and ngon into quads. You can leave "bad" topology and the model will still look good.
@SatoKazuya
@SatoKazuya 7 жыл бұрын
how do you keep your polygons planar if you are doing retopology or modeling organic stuff?
@AlexSenechal
@AlexSenechal 6 жыл бұрын
SatoKazuya that’s okay for organic which I covered I believe
@deod116
@deod116 7 жыл бұрын
Thanks for the video! very helpful!
@sirius_black_usa
@sirius_black_usa 2 жыл бұрын
What about Maya?
@marvinw9227
@marvinw9227 7 жыл бұрын
Geat video
@junatasbonner
@junatasbonner 7 жыл бұрын
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