How do I git gud at controlling edge flow and connecting edge loops? i'm aware of the existence of 3-branch and 5-branch vertices and that they're important but it's always kinda of random how they appear so I'm clearly missing something.
It sounds like a meme but it's actually true: Practice.Learn the basics and do it thousands of times.
>>604156Is the thing about avoiding tris true? Like should I not do tris cos some other guys on /3/ saying if you can actually use tris properly it can be very beneficial.
>>604225Don't use tris in areas that will animate/deform. A tri in a flat area shouldn't do any harm
>>604239Tris are indeed fine (and sometimes essential) for hard surface and stuff that doesn't deform. If you take a look at complex AAA game models (especially guns), they often contain a bunch of triangles.
It'll eventually be ingrained into memory if you keep practicing, but if you want a cheat-sheet, here.
>>604284pretty cool guideHow about general guidelines though? I've been fiddling with a female character's should-armpit-boob area for a while now and while I can get the edge loops I want, I'm not sure which one I need.
>>604225No tries in deformation areas and it CAN also cause problems with subdivision, especially when the surface is supposed to be reflective later on.
>>604284I absolutely love help sheets like this
>>604324This is what Pinterest is great for. I have an entire board just for these little explainer sheets, which I would gladly share with you... if it didn't mean revealing my real name and a load of personal stuff about me on 4chan... Sorry.Still, only takes 5 minutes on pinterest to build a board like that for yourself.
>>604327Nigga make a thread and post all dat shet ples
>>605002>>605003>>605004>>605005>>605007>>605008Thanks bunty much appreciated
>>605002>>605003>>605004>>605005>>605007>>605008Thanks, I wish more /3/ contributions were like that, instead of software shitposting
>>604153pls mods fix this thread
>>604239Tris are fine for deformation if you are modeling low poly though. The collapsing tri for joints is a good example (don't have the gif on me).
>>605089>fix this threadseems pretty ok to me
>>605089It's an information thread. What is it, that needs to be fixed?
>>604225Environment Artist here, deal only with static meshes, couldn't give less of a fuck about quads. triangulate at will, spare no quads. leave only what's contributing to the silhouette. Decimate, Reduce, Merge vertices. gg
>>604284What's the point of 2to1? When would you use it?Looks like it could cause pretty bad shading
>>605251do you also edit normals to get rid of light artifacts in some spaces with triangles?
>>605329I think it was made to keep the topo of the overall shape, and what you should be looking at is 5 to 3 onwards
>>605372Not him, but I've been editing my normals ever since I learned about it, and every game artist should too.
>>605379I was just confirming, because like you said, if people use tris, they should edit normals.by the way, that's a high poly crate. If that's the closest the camera is ever going to be to that crate like in your screencap, there is no need for all that geometry. You could do all that with normal maps.If the crate is going to be used as a destroyable object, then it would need to be higher, but not that still high.Can you write why you made it that way?
>>605386It's not a high poly crate unless you target mobile devices. ~1300 tris is nothing on a modern game engine. The crate is a destructable object, yes, but you don't use the same mesh for gib models, so that doesn't matter.
>>605387Not the original question goy but my question for you is:Why use 1300 tris when you could use 12 tri or 6 quad you goober.
>>605379how do you edit normals like this in Modo?I tried it a while back but couldn't figure out an easy way.
>>605516never mind figured it out now. was really easy. >.<