Today while I was doing some work in my local Internet cafe I was approached by someone interested in my model, he said some kind words then he said (paraphrasing) "You should never use turbosmooth for your highpoly, it can slow you down and dull creativity" He then asked me learn to smooth all my meshes manually with chamfers. He caught me off guard when he said that and I didn't know what to say :thumbdown:
I understand what he mean't because this is how Torfrick works in Modo but Ive always been taught to use turbosmooth and people have told me it produces the best results for your normal maps among many, many other advantages.
because I have never seen this sort of workflow for anything other than highpoly work I have to ask, does this method work well when baking normal details onto your lowpoly, i.e smoothness, floaters etc etc.
Replies
That aside, I recommend using the mesh smoothing thing within the editable poly, and hotkey the button so you can quickly toggle it on and off while modeling, without using an additional modifier
you can do the same with the modifier.
At the end of the day, if you get the results you're looking for, that's all that really matters.
The point of Turbosmooth is to make something high poly.
So does going to the bathroom.
Must have never seen a Pixar movie.
The only caviot Id say is if your working on a team, work in such a way that others can go back into your file and rebake or change this or that if need be. Its a team project after all, so have your stuff organized accordingly.
K thx bye
Actually, how are you in a place where someone in a cafe will 1)know what you're even doing and 2)wants to talk to you?
while I agree with perks of using classic modeling tools (like way faster boolean operations) one thing to not miss is that he also using Modo's 'rounded edge shader' to get quick smooth corners around non-subd meshes along with adding support loops for shading afaik. Though that shader isn't that usable for large scale model parts, but really working well with smaller bits and embedded pieces.
and this one is a great example of hybrid(poly and subd) workflow too, imo.
[ame]https://www.youtube.com/watch?v=TwsomsvF99Y[/ame]
There is also the potential to add edge weights instead of additional loops/polys.
well, that sounds like solid advice for pissing off oneself, so to speak.
there's a thread about this technique in technical talk section.
basically it smooths the sharp edges on poly models and also the intersected parts between multiple subd and/or poly models. there's a lot of advantages for intersected/embedded details on a model as well as can be used for fast edge smoothing for non-subd polygon models. still though it's not that useful for bigger pieces or on the main shapes of a model, you'd still want to get the shading by either subdivision surfaces or edgeloop techniques.
And it's bakeable in Modo, which is another cool feature Modo has.
My main question was, can I still get a clean normal map from this workflow, e.g will smooth edges bake well onto my LP?
+1
It's all about a mindset of problem solving! If you can find a better/faster way to do something then do it.
@low odor I guess the light hasnt gone on for me yet. What I see is a mid poly with the possibility of baking in Modo only because of the rounded shader,.... er would that make me a real artist?
I am guessing as polycounts go up for engines that this technique will become more attractive.
This is fine I suppose, but I prefer to plot my models by hand on organic graph paper using artisanal chalk. Then I hand code the vertex matrices on magnetic tape and feed the data into the computer. It's a lot of work, but it gives my models a warmth that only a real artist understands.
You don´t need to study 3d if you got a internet connection you could learn this stuff at home or during other studies. I had one 3d course during my hole studies and it only covered the basics. I learned all the other knowledge on my own and during some smaller jobs. So there is no need to spend thousends of euros in a degree.
Ahh but i think this is the wrong thread for this discussion, there is already a thread dedicated for games education
[ame]https://www.youtube.com/watch?v=GlRnx7wz0Q0[/ame]