Hello everyone,
My name is Milos and I started learning about 3d modeling about one year ago from online tutorials. In last period I'm trying to overcome technique for organic modeling. So I created that knight that you can see on pictures but I have some uncertainties about topology.
Namely I plan to try to animate that model later. For animation I know that model shoud be made of quads (with no ngons) but I dont know about triangles.
To be more precise, that model is made with all quads and turbo-smooth is applied on that basic mesh. Now I want to add some more details on it but by adding them I will need (i think so) to have tris on some places. So will those tris cause problems later during animation?
Also I have noticed that triangles are converted into some kind of quads after turbo smooth, so does that mean that after smooth they will cause no problem, or those quads that are converted tris will still cause probelm even after smooth?
Replies
I'm trying to create some kind of bag bellow the belt (first picture). I applied chamfer on those two upper edges of bag as you can see but now i dont know how to correctly connect those two edges with other edges. My two solutions are on second picture, one is in green colour and other in blue. Each one include creating triangles so i dont know what to do.
If you need to connect a shape like this, it helps to understand how subdivision works. When edges are closer together, there is more "tension" in the model. This can create waviness on the surface, depending on the other nearby edges.
Also, triangles are not prohibited. They're only problematic sometimes in areas that deform during animation, because when subdivided they can add tension or creases.
We have some helpful information here
http://wiki.polycount.com/wiki/Subdivision_Surface_Modeling
Just one more thing...After I create that bag as separate object, what kind of connection should be between bag and model? Should that be completly separate objects or bag should be attached to model (with no common vertices), or they will be attached to each other with common vertices?
Probably the top of the bag would be attached with a strap mesh to the character's belt.
Can someone explain me why is this happening and how to fix it? I just know that it could be related to some mapping...
Usually people just save the whole .Max scene file, to save the animation.
I have have one new question. Well thing is very simple. I have created two cilinders, first one is made normaly and second one is extruded from first. They have same number of segments (18), cilinder that is made normaly looks fine and smooth but second one that is made by extruding from first looks sharper and all his edges are so expressed eaven if he have same number of segments like first...
Can someone tell me how to make and second to look smooth like first, if that is possible without applying turbo-smooth on both?