Modo Modelling: Subdivide ( part3 ) Hard Edges

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  • Опубликовано: 9 ноя 2024

Комментарии • 10

  • @tome1476
    @tome1476 6 лет назад

    very good insight on the modo to zbrush workflow

  • @3dprintwiz378
    @3dprintwiz378 6 лет назад

    It is able to bevel after boolean comlicated shapes, such as a union between a sphere and a cube?

  • @Dpower
    @Dpower 8 лет назад

    Hi! Very interesting stuff, so we can't use both method(hard edges and weight edge) for exporting for example to unreal or unity? it's good only for myself design's or concepts? i'am right?

    • @MartinKrol
      @MartinKrol  8 лет назад +2

      you can absolutely use both at the same time. The only issue comes in when you want to take your models outside of modo. If you go into mari to texture, or into ZBrush to detail the asset, you will not see the weighted edges. This is why I personally avoid them. They are great for shaping though and then you can simply freeze your geo, but as something that carries through to final, its a big no. Regular geometry is usually the way to go.

    • @Dpower
      @Dpower 8 лет назад

      Martin Krol So this stuff just nice for concepts, my own project like that. Thnx buddy.

  • @gogidolim
    @gogidolim 7 лет назад

    I just can't figure out how to add control edges when there's a lot of surface details.

    • @MartinKrol
      @MartinKrol  7 лет назад

      can you give me a screenshot of what you mean?

    • @gogidolim
      @gogidolim 7 лет назад

      I can't. I only have a lot of failed stuff. Now I am just following the simple tutorials.

  • @hideyukiyamamoto5482
    @hideyukiyamamoto5482 7 лет назад

    n