The frame structure at 24:00 is very interesting, do you have any videos that talk more about this? If not can you pls make some of it in future videos?
Ye,nice topic.For me personally i feel i have to develop even more experience in order to have proper hierarchy of development.Espeacilly in games where i work i constantlly think of how that will translate to uv space ,layers,trim sheets
what do you think about cad software like fusion or plasticity for hard surface? It lets you come back and change things and it will respect current geometry. Of course sometimes it wont work but i was surprised how well the history feauture work in fusion. You can of course keep live booleans but my shitass weak pc cant handle them
What is your approach for optimizing curved surfaces? I am familiar with reduction when it comes to cylindrical shapes but what if you have something like an s-curved surface, how would you triangulate it optimally?
Question: What is it that you typically do regarding the polygons (typically quads), that are not flat along a plane, and therefore form twisted/warped surfaces between the vertices? When you started with that block out, I noticed you extruded and scaled, extruded and scaled- that tends to form the “twisted/warped” surfaces I refer to above.
Depends. Subdivision will generally smooth it out with little issue. For a lower poly mesh it depends on what you want out of it. Sometimes you can flatten it back out, split it into triangles, or add more geo and turn it into a curve.
But your videos,do help me a lot.Especially the the video where you remeshed with face group and baked to a sharpened model.,that was awesomee.🤟
The frame structure at 24:00 is very interesting, do you have any videos that talk more about this? If not can you pls make some of it in future videos?
Ye,nice topic.For me personally i feel i have to develop even more experience in order to have proper hierarchy of development.Espeacilly in games where i work i constantlly think of how that will translate to uv space ,layers,trim sheets
Nothing wrong with that. I think of texture size/texel density. unwrapping as I go.
@@pzthree it would be great if you can do video for game assets,where you decide where and what to put on the geo or 2nd uv,or and decals.
what do you think about cad software like fusion or plasticity for hard surface? It lets you come back and change things and it will respect current geometry. Of course sometimes it wont work but i was surprised how well the history feauture work in fusion. You can of course keep live booleans but my shitass weak pc cant handle them
Cad software is great, won't discourage anyone from using it.
What is your approach for optimizing curved surfaces? I am familiar with reduction when it comes to cylindrical shapes but what if you have something like an s-curved surface, how would you triangulate it optimally?
Thank You so much for your time and tutorials!
Question: What is it that you typically do regarding the polygons (typically quads), that are not flat along a plane, and therefore form twisted/warped surfaces between the vertices?
When you started with that block out, I noticed you extruded and scaled, extruded and scaled- that tends to form the “twisted/warped” surfaces I refer to above.
Depends. Subdivision will generally smooth it out with little issue. For a lower poly mesh it depends on what you want out of it. Sometimes you can flatten it back out, split it into triangles, or add more geo and turn it into a curve.
nice
Could we get a long format video of you blocking out a robot/mech like near the end of the video? Or do you already have a video like that?
There are a few similar videos but not of a mech.
@pzthree I'll have a look, thanks for the response