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Sketchbook: Frank Polygon

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FrankPolygon
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I'll be using this sketchbook thread as a place to warehouse write-ups that wouldn't really fit anywhere else. Most of the content will cover concepts and fundamentals related to hard surface modeling with some broader commentary on the creative process.

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  • HAWK12HT
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    HAWK12HT polycounter lvl 11

    and ensure the smoothing behavior remains consistent.

    @FrankPolygon thank you for such detail write up on baking.

    Quick question, what do you mean by above line smoothing behavior remains consistent? as in 1 smoothing group for full model or split groups on hard edges followed by UV split ?

  • FrankPolygon
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    FrankPolygon godlike master sticky

    @HAWK12HT Thanks! Good question.

    Low poly smoothing is a term that's kind of ambiguous but it generally means the overall shading of the model. In this context it would include meshes with and without hard edges, provided there's some soft shading.

    It's important to triangulate the low poly before exporting because uncontrolled changes to the mesh can generate different types of normal artifacts. Checking the model in different applications, like Toolbag, Substance Painter, Unity, Unreal, Etc., helps eliminate potential baking issues by verifying the shading behavior is consistent and things like custom normals, smoothing splits, triangulation, etc. were exported / imported properly.

    So, a better choice of words might have been: Triangulate the low poly before exporting to ensure the shading behavior remains consistent.

    @bewsii Reply was delayed but really appreciate your comment. Thanks for sharing your experience! Always good to evaluate different workflows and adapt elements that fit new goals.

  • orangesky
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    orangesky polycounter lvl 2

    @FrankPolygon, thank you so much for this series of posts, it's great to see this amount of detailed breakdowns when it comes to doing this type of modeling.

    I'm enjoying like a little kid reading each of your updates and I love to see how you solve each of the modeling challenges in a smart way. It's quite a vice reading you. 

    Now, I understand that modeling with booleans and N-Gons subdivision can work fabulously on baking models for video games, but would it be possible and acceptable to use this workflow for Pixar film productions? 

    Do you think that submitting a portfolio detailing this workflow could be a problem if the company reviewing my work is used to the classic quad-only workflow?

    I would like to hear your opinion about this and also the opinion of other modelers more talented than me.

    Thank you very much for your attention, I am adapting my workflow following your modeling advice at the moment for my personal project.

  • chien
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    chien polycounter lvl 12

    @FrankPolygon thank you for sharing, i will also try apply in my workflow, can i ask if you also make your own maxscript to improve your workflow?

  • danielrobnik
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    danielrobnik polycounter lvl 8

    Thanks Frank, I'm always blown away by how you do things and it's great to be able to learn from it! Also, I love the way you present it all, it must take a while to get all the pics set up just right.

  • FrankPolygon
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    FrankPolygon godlike master sticky

    @chien Appreciate the comment. Writing custom scripts can be useful for solving specific workflow problems but most of the major 3D DCCs already have a variety of third party solutions that cover common modeling tasks. So, it often makes more sense to look for existing solutions before investing a lot of time, especially when there's a dedicated scripting community.

    @danielrobnik Thanks! Great to hear the write-ups are informative. Producing consistent documentation is a significant time investment but saving the working files often and setting up presentation templates does help streamline the process. Testing the different workflows and summarizing the results is probably the most time consuming part.

  • sacboi
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    sacboi insane polycounter

    That hand-guard (foregrip) is nuts, oh well guess alot more practice to get my bool operands to look as good or even behave : /

  • sacboi
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    sacboi insane polycounter

    Very cool, appreciate the additional info :)

  • FrankPolygon
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    FrankPolygon godlike master sticky

    Subdivision sketch: placing intersecting cylinders on existing edges.

    Sometimes the size of an intersecting cylinder causes its circumference to fall directly on top of an existing edge. One way to resolve this is to adjust the number of segments in the intersecting cylinder until they are aligned with the existing edges of the other shape.

    There generally isn't a hard requirement for the cage mesh of a subdivision cylinder to have a segment count that's evenly divisible by 4. Use whatever segment count provides the best match with the underlying geometry. As long as the spacing is relatively consistent, it's also fine to have cylinders with different rotational orientations or an odd number of segments.

    Avoid deforming the edges or vertices that make up the walls of either cylinder. Use the space between the intersecting shape and the outer support loop around to connect the two shapes without causing unintended surface deformation. Merge or dissolve any stray geometry back into the nearest vertices that are in line with the existing geometry.

    There's a few different ways to structure the order of operations for routing the topology around the shape intersection. Below is just one example of what this process could look like.

    Start by adjusting the number of segments in the intersecting cylinder to align with the edges in the larger cylinder. Join the shapes with a boolean operation then select the edges around the base of the shape intersection and chamfer them. This might look messy but all of the new geometry is coplanar with the existing faces. Clean up any stray geometry with snap vertex merge and edge dissolve operations. Cut in perpendicular edge loops to support the rest of the shape intersection.



    Here's what the final topology routing looks like when subdivided. It's possible to achieve similar results with projection and manual loop cutting but that still requires clean up and increases the possibility of introducing unintended shape deformation.



    The same segment matching and topology routing strategy also works with multiple cylinder intersections, where each circumference lands on or close to an existing edge in the larger cylinder. In the example below the largest intersecting cylinder is that same diameter as the base cylinder so there's no need to adjust the segment counts on that one.




    Recap: Match the segments of intersecting cylinders. Adjust the segment count so the overlapping edges are parallel. Use the space between the base of the intersection and the outer support loop to make up for any difference between the smaller and larger shapes.

    Additional resources on cylinder and cone intersections:
    https://polycount.com/discussion/comment/2772692/#Comment_2772692
  • Frigus
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    Frigus polycounter lvl 5
    Your modelling skills are in top tier. This topic is like mine of information. Thanks for sharing.
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