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Maya - Triangles (Gypsy Caravan Modelling)

polycounter lvl 11

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  • Bartalon
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    Bartalon polycounter lvl 12
    Triangles are not inherently bad, especially for models that will not deform. If you're having trouble figuring out how to route your edge loops, build the door first then connect it to the body of the caravan afterward.
  • Mark Dygert
    Also keep in mind that not everything has to be one contiguous mesh, especially if this is a high poly model. If it makes it easier to work with or there will be a material or smooth break, you can make them separate objects.

    In this case, if this is the low poly I would probably keep them as one object and use some triangles and reduce your overall triangle count, but you can do pretty much whatever you need to do, to make it work. '
    If this was the high poly, I would make them separate objects and keep the geometry easy to edit.
    If you're planning on taking it into a sculpting app, I would probably break them apart into separate sub-tools and make sure they subdivide well. That doesn't mean sticking to quads, there are times triangles and ngons subdivide just fine, but I usually test those out before I build too much upon them.

    You might come back a year from now and look at this piece and think "I would probably do ABC differently..." and that's perfectly normal. In fact I would worry if you looked back and thought it was perfect and nothing could be done better, heh. The point is use the best method you have available to you and finish it, then critique it, or have it critiqued by others, learn and carry that stuff onto your next project. It's ok to have projects with mistakes, that's how people learn.
  • mountains
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    mountains polycounter lvl 11
    Thank you so much :) You guys are very helpful. Bartalon and Mark Dygert.

    I'm practicing... stuck again yeah ım so amateur :) - this time Candle holder

    what ıs the problem ? Thank you.
  • Bartalon
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    Bartalon polycounter lvl 12
    If you're talking about that little pinch you have going up the side of your candle holder, it's because you have that extra edge loop that's throwing off the even distribution of edge loops around your main cylinder piece. When you are working in smooth preview (3 key), rounded objects are very sensitive to how the edges are set up. If you are trying to connect a complex piece (the ring) to a simple piece (what would be the glass tube), you will get results like this. To compensate you will need to increase the complexity of your simple shape by giving it more edge loops. This will help it retain its natural roundness even when you introduce connecting pieces of geometry.

    There is a thread dedicated to subdivision modeling that you can check out below which may give you insight on how to approach subdivision modeling:

    http://www.polycount.com/forum/showthread.php?t=56014

    On a side note, I don't believe those two pieces would be one piece in real life anyway. The ring would be attached to the base, while the glass tube portion would be totally separate. As Mark Dygert has mentioned, keep your stuff as separate pieces to reduce headaches. A pretty easy way to do this is to think about how objects would be manufactured in real life. If they are assembled out of multiple pieces, then you should try to do the same when modeling, at least for your high poly model.
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