I'm trying to learn some hard edge sub-d high poly modeling (mechanical objects). And I was wondering if there are any good tutorials for cleaning up meshes. I hope the following isn't too noobish. I want to cut a hole in my mesh (just making it a square for example ease). But I don't know how to keep the form without…
Well I figured I had read that wiki a million times. I read a bunch of links again and I'm gonna use some floating geo. But what about the AO maps, hand painting every floating geo might get a bit tedious on a highly mechanical/complicated bit. And whats this about pentagonal technique? Is that when 5 quads meet at a vert?…
ya totally agree to float. too many people get caught up trying to make perfect high poly meshes with one object. it becomes a cluster fuck and the quality of the model suffers.
If you're making highres meshes for normals, and not for pre-rendered stuff there is absolutely no reason not to use floating geo, it will save you soooo much time and give the same results. Use as many seperate pieces as possible and as much floating as you need. Also its really silly to say something is the "bad way" if…
Pentagons have there place for sure. I usually use them on inside corners. I'm not sure how you would go about getting a nice hard surface cube with only pents. Sounds interesting though Blazier. Do you have any more details on this Pentagonal Technique? My searches only got me rips on the Bush administration.
heh there are several ways to get a good subdiv. In that box, that's the bad way, and that's not a clean mesh. "The Pentagonal Technique" is the way. I really don't recommend to use floating meshes for solid subdiv models. for certain cases are quite good, but it depends...
I've noticed preplanning helps a ton. Get your basic forms figured out first and then go about adding loops. I usually don't start adding loops till the shapes are cut in/out. Segment your meshes and also using floating geo.
Read thru the links here, if those edges are getting in the way, you'll find some ways to clean it up a bit. http://wiki.polycount.net/Subdivision_Surface_Modeling Also don't forget you can use floating meshes for indents like this. Inside the 5th link, see poopinmymouth's first post. Mind blown? :angel: