the engine might be able to handle it but you still have to pass these heavy ass assets around and deal with them. and the user has to download them. i think being dogmatic about "doing things the hard way" is just as dangerous as being a lazy-ass but to me that seems most likely like it's just being lazy. Like you see on…
Thanks for your response! - and it is true most of the areas with the n-gons and poles dont have shading issues.. SO ill keep on diving deeper. The excess tris also had me wondering and I'm glad I have confirmation that some of the flow could be optimized. I might try to do just that when I finish the project using his…
hey, long time lurker on this forum and wanted to ask a question about hard surface topology. I'm taking an online course and it was going pretty well until I reached this part of a GameCube controller. from my understanding, I thought it was a bad practice to have a lot of poles... and I also understand this is a flat…
My Sub-D skills are a bit outdated. I did it decade or two ago , Then figured out I can just make a boolean composition , whatever long irregular triangles it may give you , fix vertex normals by projecting them from initial shapes and bake "rounding" shader into normal map over hard/split edges. Since then SUb-D always…
You control them by defining the screen % where the switching happens, and how much decimation each level takes. Its obviously not as optimal as building your LODs manually, but its good enough for most 'character-scale' assets. I definitely don't rely on it for big stuff like cliffs. And yeah, that's more or less it.…
No, on both counts! Because you'll find as time goes on, progressively modeling objects of ever increasing complexity will require ngons or n-poles or triangles for certain situations where they're unavoidable not too which is really an efficient process in maintaining an effective edgeflow, that usually mitigates shading…
My only critique would be hoping you blocked in all the major shapes for the controller. If all you have is the front of the controller without the handle parts blocked in and you went onto do the support loops etc for the front therte, i'd say you are missing a step. It'll probably work out in this case because you are…
heh maybe i misread you - but it came off a bit negative to me. I appreciate your replies regardless. I do understand your thinking tho - and agree with not getting hung up on every little thing as there will be a point that it hinders the learning like you mentioned. And to kinda more explain my question wasnt if I was…
if you skip past insecurities about whether or not you are doing things the correct way and just finish, you'll be done in 1/10th the time and then you'll be able to see the whole picture in retrospect. Then you can easily redo it and improve any areas you see fit. If you fiddle about every insecurity - especially when you…
"Im just confused to how this fits into a current 3D game modelling pipeline if at all" That's probably the most important part to clear up isn't it ? Let's assume that the end goal is an in-game asset indeed. Well, there are many ways to get there, the main two for detailled and realistically shaded games being : A : a…