I didn't use sub-D for hard surface modelling for a decade already . Because for hard surface things it's either sbs with bevel node on uv islands or rounding shaders to bake into normal map. Arnold , Octane , Cycles all have them . No hi res models necessary at all. Or sometimes its CAD modelling but often doesn't require…
Hi, hope this is the right forum :smile: I'm kind of exploring everything in the 3D world. One thing I've noticed, is the difference between topology for game props and those high-res props. I really want to work with games, but also for other industries, where sub-d modelling is needed. My question is if I would aim for a…
the good thing is, well in games you will need both. if the workflow involves a normalmap, the chances are high that this normalmap will come from a highpoly mesh, one way of creating those highpoly meshes will be subdivision modelling.this will usually be the case for anything hardsurface, props, weapons and such.on our…
you need to work with triangles if you need control over edge orientation - eg. to maintain convexity and/or control normals With a modern, high-ish poly, organic surface you'll rarely have to explicitly split a quad into triangles since there's generally enough geometry there to mean there's no artefacts to fix. With a…
Yes, I do actually. because with sub_D for hard surfaces you actually have to do two models nevertheless. One with sud-D for hi res to bake . To be then split into parts with vertex normals matching and another one with split edges ( smooth groups) for your actual game and LODs . Sometimes totally unrelated to each other .…
Modeling is one chapter. Quite a few polygon modeling tools in nearly all 3d modeling software requires quad topology to work. Edgeloop selection for example does not work well with tris or n-gons. So that's the thing that you need to learn first. Modeling with a useful topology. And there are plenty ways to achieve this.…