>n-no ngones and t-triangleshttps://graphics.pixar.com/opensubdiv/docs/mod_notes.html#triangles-and-n-gonsHow can quad fanatics even recover from this? Boys who made the very algorithm you model for tell you it's o.k. to put them strategically if you have no other choice
Are you new to modeling?
Quadrangles are one of those passing fads spouted by morons senselessly. I have never talked to a so called '''artist''' which could explain why he uses quadrangles instead of good old triangles. Video games use triangles and produce some of the best graphics known to man, and yet those '''artist''' are adamant that adding quadrangle or quintangle or even sixangle is better because "artistic" stuff.Protips: two triangles make a so-called "quadrangle", you fucking retards. If triangles are good enough for video games and graphics cards they are good enough for you.
>>667008I mostly stick to the quads just because its a more human readable topology if I work on a character that needs proper animations. I really only use 'quadrangles' as stop-breaks when I want for example, stop the edgeflowfrom the asscrack to the neck.It's just common sense.
>>667008Try adding edge loops to your scuffed fucking triangle topology you mongoloid
>>667008waiting for the inevitable anon that falls for this
>>667008Not sure if bait, or really this stupid? Vidya use triangles because that's the most basic 3d shape. Quads are easy to read and to select loops from.
>>667008quads make for easier selecting in blender and that's about it
>>667448why not in maya?
>>667453Maya uses EEBCI®, which made manual geometry selection obsolete. (EEBCI® stands for Extra Easy Brain-Computer Interface®).
>>667457>EEBCIIn all honesty, vitaly bulgarov says xsi has better loop and ring detection even with poor geometry. Is this true? what about max, maya or modo?
>>667004>he doesn't know when NGons or tris are acceptablefull pleb, stay with sculpting
>>667470Tris are acceptable in some cases, ngons aren't. You're just trying to justify your lack of technical skills. And sculptors are actual ARTISTS. You know, as in 3d ART. You're nothing more than a vertex pusher.
>>667472Sure m8, nothing among all that was made in 3DCG, before sculpting became computationally feasible, can be considered art.
>>667470my link literally says modelling everything in quads is a noob move, did you even read it before making a dumb post?
>>667470here you go for your dumb little brain
>>667475What I mean by that is that sulpting takes some actual art skills. Box modeling doesn't, it's purely technical.
>>667485anon, I ...
>>667485lol, 'box modelling'. Haven't heard that term for poly modelling for a quarter decade, almost forgot about it.When you model organics with polygons you operate on edges of striples til you have a representative surfaceyou then shape it with soft selections moving around the model and editing a lot in screen space. It's a lot like sculpting with a grab-brush but trades speed for fidelity since you will be more deliberate and exact. Both requires the very same art skills to perform.
>>667480no one cares about the queer in your link and xis opinion
>>667486Care to argument fucking sensitive manchild?>>667497>When you model organics with polygonsNobody does that anymore except old curmudgeons still stuck in the early 2000's.
>>667498>>667481for your tiny brain
>>667505If you're just making a static maquette you might just sculpt it straight up, but for everything that goes into production the steps are much more involved. The way you work out articulation means you're better off modelling a simple geometric representation of your character and test out all the joints and posesand later detail that in a sculpting soft than starting with a dense sculpture and attempt to impose articulation inside existing volumes of geometry.You sound like a angry naive person trying to convince yourself you have a valid excuse to not bother learning basic 3D skills. Well I have unfortunate news 4 u matey, sculpting is a lot like a geometric texturing pass, one of them quick and fun creative things we get to do on a character.Vertex pushing is where the time consuming heavy lifting takes place (retopo, uv mapping, weighpainting - all vertex level stuff)if you wanna achieve something for a game or the big screen you must love being nitty gritty with them vertices.If I had a dollar for every omg-so-detail Z-brush sculptor who came into this thinking he was special and would end up having teams of supporting artistsfinishing his concept pieces I could drink champange out of my butt while I was laughing all the way to the bank.
>>667532>trying to convince yourself you have a valid excuse to not bother learning basic 3D skills. I work in the industry as a hard surface artist. I'm just tired of that guy hating on sculpting. A real 3d artist should be well versed in both sculpting and hard surface modeling.
>>667008They model them in quads then convert them to tris, dumbass.
>>667002>it's o.k. to put them strategically if you have no other choiceit's either you have no other choice or you put them strategicallyalso you always have the choice
>>667605yeah if you can leave an ngon you sure as fuck can leave triangles thentriangles are harder though, because in some fringe cases you'd have to fuck up the shape and/or complicate the topology to eliminate them all
>>667532this reply is fucking legendary
>>667008Do people really talk like this off this board?Got any links?Bizarre.
>667008>quintangles, SIXANGLESClearly bait, this doesn't even deserve a you.
>>667002N-gons are literally the niggers of the modeling world. Stfu you filthy inpure jew. Like n-gons you will B-GON, only beautiful faces with 4 well aligned sides will thrive. To a lesser degree those sneaky triple sides will be tolerated.Dont be on the wrong side of history OP, mark my words, you will be hand selected for full deletion.
>>668095>hand selectedUse topo cleanup you fucking high valence neanderthal
>>668096Not him, but what's topo cleanup?
>>668095>B-GON>sneaky triple sides>hand selected for full deletionMy sides
threadly reminder that no matter what you do you can't remove tris from your quads
when it comes to rendering, your topology only matters if your mesh deforms. Guess pixar knows what they're talking about, but quads are way easier to model what with loop cuts and all.
>>669136>My sidesmy xyz's
>>669180displacement was so strong it launched me from origin until my sides started z-fighting themselves
>>668095Cringiest win I've ever seen. I'm officially confused. Well played anon
If an N-gon isn't planar doesnt it render strange? Or do renderers account for that and make it look nice?
>>667472>digital play-doh autism is artOK retard
>>669594Says the retard.
>>669589i'm pretty sure renderers internally turn ngons into triangles like game engines do before rendering anyways but you don't get a say in how the triangles are distributed so i guess it'll turn into a fucky mess if non-planar, yeah
>>669594Digital clay*, stupid cunt. If you can sculpt in real life you can sculpt digitally right off the bat (learning the software put aside) because the required skills are the same.So what you're basically saying is that sculpting, one of the oldest forms of art, isn't art. You're the kind of moron we can only find on chan boards.
>>669627Can you sculpt in real life if you have experience only with digital sculpting?
>>669628You need to learn to use the tools to manipulate clay but your skills will directly apply. It's the same logic as going from real life sculpting to digital sculpting. Your skills will translate, you'll simply have to learn the tools (the software in that case)
>>669628you might be surprised but zbrush virtual toolset is a very close match with real tools I use with modeling clay well, the only things different are: real shit can't be created from nothing, doesn't implode into non-euclidian space when you fuck up and you can't exactly _touch_ it with your hands which is actually pretty major deal with rl sculptingbut it is very very close they did a great job