Thank you Martin! These are wonderful and in depth tutorials on basic concepts. I've been playing with Modo for years without any previous experience with 3D, and this is the first time that sub division REALLY makes sense! One develops a feel for the tools, but damn, it's great when the math finally clicks in your head. Thank you very much! I will be watching them all with great interest
A question: why even bother with sub-d when it comes to hard surface design? More and more designers who are famous on social media are going the route of normal beveling and booleans. They say that video game engines triangulate everything in the end anyway and you can triangulate on export as well. Also, there's no deformation with n-gons as long as the polygons are planar. Also, constraints and mesh wraps can provide good beveling against round objects with a little work. So, if the only animation need is Position, Scale, Rotation w/o any form of deformers, why even go through all this trouble? And, if your goal is to not even animate -- but, rather just have HQ imagery for portfolio purposes, then it further emphasizes the point.
Hey there Saad Syed. Thanks for your comment. You are right, there are many times when the up most cleanest topology does not matter. For video game designers ngons can be rampant. After all, you will never get too close to the asset as it is for games. No need for displacements either. For concept art again, just look at the typical model by Vitaly Bulgarov. Even his kit bash pieces are full of triangles and such. Thing is when you work in film there are often a few things people employ. They work with ngons to near the end, bevel corners, add an inset or something to further control edges, and then just subdivide to automatically make the mesh all quads. This usually works out ok In film, you might need to ZBrush your models depending on how close you get to the subject or how much realism you want. In order to go into ZBrush if you want the geometry to import/export properly then I suggest you do not have Ngons in your model. One thing to consider too is when you have clean geometry then doing operations like selecting edgeloops edge rings gets a lot easier. UVing is more predictable with quads than if you have a lot of triangles/ngons. Performance is faster overall without Ngons because the software does not have to do the calculation itself. When you play by the rules the subdivision algorithms/ uv tools etc work out better generally. Another thing to keep in mind is that it is always good to know the basics regardless if you use them often or not. Like the saying goes, You can break the rules all you want when you know what you are doing :) ( This tutorial series goes back to around the year 2011 ish. Some chapters were remade later on ). Cheers :) and thanks for the thought out comment!
Yup. Btw For anyone that might want other popups. You can easily go to the form editor, go down one by one, press preview to see what they do. From there you can right click on any of them and assign to key.
Thank you Martin! These are wonderful and in depth tutorials on basic concepts. I've been playing with Modo for years without any previous experience with 3D, and this is the first time that sub division REALLY makes sense! One develops a feel for the tools, but damn, it's great when the math finally clicks in your head. Thank you very much! I will be watching them all with great interest
A question: why even bother with sub-d when it comes to hard surface design? More and more designers who are famous on social media are going the route of normal beveling and booleans. They say that video game engines triangulate everything in the end anyway and you can triangulate on export as well. Also, there's no deformation with n-gons as long as the polygons are planar. Also, constraints and mesh wraps can provide good beveling against round objects with a little work. So, if the only animation need is Position, Scale, Rotation w/o any form of deformers, why even go through all this trouble? And, if your goal is to not even animate -- but, rather just have HQ imagery for portfolio purposes, then it further emphasizes the point.
Hey there Saad Syed. Thanks for your comment.
You are right, there are many times when the up most cleanest topology does not matter. For video game designers ngons can be rampant. After all, you will never get too close to the asset as it is for games. No need for displacements either.
For concept art again, just look at the typical model by Vitaly Bulgarov. Even his kit bash pieces are full of triangles and such.
Thing is when you work in film there are often a few things people employ. They work with ngons to near the end, bevel corners, add an inset or something to further control edges, and then just subdivide to automatically make the mesh all quads. This usually works out ok
In film, you might need to ZBrush your models depending on how close you get to the subject or how much realism you want. In order to go into ZBrush if you want the geometry to import/export properly then I suggest you do not have Ngons in your model.
One thing to consider too is when you have clean geometry then doing operations like selecting edgeloops edge rings gets a lot easier. UVing is more predictable with quads than if you have a lot of triangles/ngons.
Performance is faster overall without Ngons because the software does not have to do the calculation itself. When you play by the rules the subdivision algorithms/ uv tools etc work out better generally.
Another thing to keep in mind is that it is always good to know the basics regardless if you use them often or not. Like the saying goes, You can break the rules all you want when you know what you are doing :)
( This tutorial series goes back to around the year 2011 ish. Some chapters were remade later on ).
Cheers :) and thanks for the thought out comment!
At 18m30s, how did you get the context menu to pop-up for the bevel tool?
Never mind, I found out that pressing K brings up the tool menu in the viewport
Yup. Btw For anyone that might want other popups. You can easily go to the form editor, go down one by one, press preview to see what they do. From there you can right click on any of them and assign to key.
Can anybody tell how to toggle mesh visibility of a model?
Item list, click on the eyeball.
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