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#1 |
Moderator
Join Date: Jan 2003
Posts: 1,702
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I don't know why, but I seem absolutely obsessed that all my models have to have just four point polys even if they're hard surface models where much simpler modelling practices with higher point polys would lend themselves to much cleaner meshes. And for some reason, I seem to have this latent belief that every little thing has to be subpatched as well! :headbang: Does anyone else have any weird quirks to their modelling technique and does anyone know how I can stop being so nuts about four point polys?
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#2 |
Full Access Member
Join Date: Jan 2006
Location: Belgium
Posts: 104
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lol
I think you need to take a brake ![]() jocco |
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#3 |
Registered Member
Join Date: Nov 2003
Location: the netherlands
Posts: 798
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I've got that problem too!!!! I hate it when my models got triangles or even worser... ngons.
I also recognize the subpatch problem!! Right now I can't think about any other issues, but i'm sure their are more! And Jocco, I just had a brake for 4 months so I don't think that's the problem :p |
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#4 |
Registered Member
Join Date: Mar 2006
Posts: 3
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subpatching can be good even for non-deforming objects because it allows simple meshes to define complex shapes, which makes them easier to edit.
Also, having edges that are not infinitely sharp adds realism, they catch specular highlights and give a sense of scale. And you don't have to worry about smoothing errors and non-planar polygons. the trick is to make subpatch objects that don't all look like they're made out of plasticine. But If you're good at Sub-D modelling, and you've got the RAM to render them, go ahead and model it in Sub-d. |
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