anyone got a handle on the workflow for this. I used surface tools years ago.
suppose ideally it would good to do a low poly head , convert to patch object and tweak from there, but you get tri patches when you do this.
I use it for terrain, rolling hills, snowy hills, mountains, cliffs. Its nice because of the way it handles UV's now, makes it easy to toss a displacement on it and not have it stretch horribly like it would if it was just a plane. It is also nice to be able to select certain patches and displace only them. I don't see it working that well for character models because like you said when you convert it breaks it down to tris not quads which is a pain.
suppose i could make it from splines and then surface it. anyway thanks vig, just doing some research really
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thats how i make my heads. i love it because you cna get the topology completly worked out before you make it 3d so you get a very clean model that is in mostly quads (if not all).
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suppose i could make it from splines and then surface it. anyway thanks vig, just doing some research really
suppose i could make it from splines and then surface it. anyway thanks vig, just doing some research really
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thats how i make my heads. i love it because you cna get the topology completly worked out before you make it 3d so you get a very clean model that is in mostly quads (if not all).
Actually you can convert a quad model to a patch model and maintain quad patches using 'turn to patch' modifier