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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.
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It sounds like a meme but it's actually true: Practice.

Learn the basics and do it thousands of times.
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>>604156
Is 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.
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>>604225
Don't use tris in areas that will animate/deform. A tri in a flat area shouldn't do any harm
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>>604239

Tris 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.
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It'll eventually be ingrained into memory if you keep practicing, but if you want a cheat-sheet, here.
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>>604284
pretty cool guide

How 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.
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>>604225
No tries in deformation areas and it CAN also cause problems with subdivision, especially when the surface is supposed to be reflective later on.
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>>604322
*No tris
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>>604284
I absolutely love help sheets like this
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>>604324
This 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.
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>>604327
Nigga make a thread and post all dat shet ples
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Contribooting
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>>605007
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>>605002
>>605003
>>605004
>>605005
>>605007
>>605008
Thanks bunty much appreciated
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>>605002
>>605003
>>605004
>>605005
>>605007
>>605008
Thanks, I wish more /3/ contributions were like that, instead of software shitposting
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>>604153

pls mods fix this thread
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>>604239
Tris 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).
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>>605089
>fix this thread
seems pretty ok to me
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>>605089
It's an information thread. What is it, that needs to be fixed?
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>>604225
Environment 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
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>>604284
What's the point of 2to1? When would you use it?
Looks like it could cause pretty bad shading
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>>605251
do you also edit normals to get rid of light artifacts in some spaces with triangles?
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>>605329
I think it was made to keep the topo of the overall shape, and what you should be looking at is 5 to 3 onwards
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>>605372
Not him, but I've been editing my normals ever since I learned about it, and every game artist should too.
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>>605379
I 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?
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>>605386
It'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.
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>>605387

Not 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.
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>>605379
how do you edit normals like this in Modo?
I tried it a while back but couldn't figure out an easy way.
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>>605516
never mind figured it out now. was really easy. >.<




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