Hey new to modeling but wanted to get some pointers on something.
I feel like I got most basic low poly modeling stuff down, but sometimes I see models that are slightly higher poly but way lower poly than something made in Zbrush or with dynatopo in Blender. Stuff like this:
https://sketchfab.com/models/cb8e95b3cbc041cf967360432512a986or this
https://www.behance.net/gallery/16588335/Stone-Golem-Medium-PolycountNice even quads all over.
I've been learning Fusion 360 lately, and love these beautiful curves I can make in it, but when I export it as a mesh, the faces becomes a mess of ugly uneven triangles that are useless to work with. What the heck am I supposed to do to fix that?
I try using a remesh modifier in Blender but it just ends up ruining the curves with some chunky blocky shapes, unless I turn up the octree iterations up so high that it's basically a hi-poly model.
What am I missing here?
Replies
Here's an asset I created a while back. Modeled in F360, manual retop in Max.
I guess you can't get a really good result with any automatic solution for hard surface.
Blender has a decimate modifier, which will more likely keep the edges on a hard surface model, but it will not give you the result as seen in your examples as well.
As NoRank wrote, this are subdivision surfaces.
Might be helpful to see your actual model, I don't fully understand what you want to achieve, a "nice quads low poly model"?