For the last couple of days I´ve been modeling a shotgun (S.P.A.S. 12, yes that one) with almost 100% old-school Sub-D approach and some quadchamfer and TS here and there with the intent of baking a normal map. Thats the way I know how to model; pure Sub-D, but Ive seen some people praising the Quadchamfer + TS method as the way to go almost exclusively when it comes to Hardsurface and of course Guns and Weapons.
Personally I guess that both methods are good and the best is to mix and use one or the other as the shape demands it.
My question is: Are we done with classical subd in favor of Quadchamfer +TS in production? Are you guys using one in favor of the other? Mixing both? None of the above?
And the other point is, when im modeling in subd I tend to keep it simple and quick so my meshes are in NO WAY all quads and tidy and shit, sometimes they are quite messy. I´ve seen people tidying up their meshes as if they where sacred grials and making all quads and shit even when it was not necessary and in fact made the mesh more dense just so it looks nice and neat. Im attaching a image of what I do so you can see. Is this super duper tidy meshing a necessity in production or just pure pride? Are messy cages that subdivide well acceptable in AAA production? Just wondering
Thanks and cheers!
Replies
On the second topic I mean for the people who look at your model and decide to hire you or not
Imagine @perna you are reviewing work that some dude did for you with the intent to produce a normal map used in a triple A FPS for example.
Maybe they where stupid questions to begin with
Thx!
Always work towards getting a great result in the fastest possible time.