Bout zbrush, i got tired of the "spindle" like topology (infinite loops if you select rings, hated it) it created, it doesn't help remove rings(+) guess people got away with clicking remesher and calling it a day? Does it still spindle loop?
If a model is complex, keeping everything in quads by running loops everywhere will often lead to more smoothing issues than a few well placed ngons. I will often terminate superfluous loops on planar surfaces to clean the mesh up a bit. Also, keep the end use for the HP mesh in mind. If there is a small smoothing error…
" I already forgot when I did Sub-D last time. All those extra edge loops the shading is relying on just make you extra problems with LODs . For hard surfaces you do hard edges and edit normals . Who cares quads or n-gons since you put triangulate modifier in the and anyway. " I wish more artists i work\ed with didnt,…
I think this is the problem. In all my school programs I've been in, I've never been taught edge loops. We're always told to just "maintain quads" and avoid "n-gons." The rest of the course was just modeling different objects every day with a goal of "efficiency" and "different tools". I have to look on Polycount wiki when…
That's true. Perhaps I should have worded it as "convex ngons". However, convex quads are just as problematic (although more easily fixed). Basically anything that might wind up with unintended triangulation, and ngons tend to be worse for that. Quad only (or mostly quads) is simply handy because it's easier to manage edge…
Pixar says shut the fuck up. Seriously though, i think maybe your professors just suck a big one at getting their point across. I personally believe that the practice of "quads only" is an important first step for aspiring artist, as it can help more easily visualize edge looping and good flow. It also (in my experience)…
That quads vs ngon is a thing from sub-d modelling . Honestly I don't understand why people still use it when every shading issue is perfectly and quickly fixable by editing vertex normals . Or just by using CAD modelling from the start . Even Zbrush re-mesher does a decent job now. The whole thing looks like a sport still…
Ok I have 100% quad topology, am I doing it right? Seriously though I've noticed that people seem to prioritize quad meshes over everything else, as if it is the most important aspect of acheiving "good topology" which no concern for edge loops or distribution of geometry. Even on low poly models. It's easy to find people…
This is not necessarily true. I'm working on a character that I could, in theory, just Zremesh and then worry about topology once I get to the low-poly. The problem with using this method is that I don't always the have polygon density, edge flow, or general overall layout that I want/need to get the cleanest results…