LuxXeon opened this issue on Mar 09, 2014 · 23 posts
LuxXeon posted Mon, 10 March 2014 at 11:11 AM
Quote - Those look gorgeous! Just out of curiosity what do you model in?
Thanks, I really appreciate that. I do all modeling, and most of my unwrapping, in 3dsmax; although sometimes I will do unwrapping with 3DCoat, if I need to save time. The auto-unwrap feature in 3DCoat is just a massive timesaver on complex models.
Quote - great Lux, I really like the centre one.
Thanks, Mark.
Quote - I'm sure it was fun to unwrap those. I also like the one in the middle, but the one on the right end is striking. One thing I don't care for is the one on the left. You are using quads to cap the ends of that cylinder, which is wasting polygons. What the poly count on these?
Polycount for all 3 together is under 30k; they are relatively light meshes. I always use quad cylinders where I can, unless I really need to worry about polycounts. Yes, it may add unused polys to the model, and in flat areas might seem like a waste, but I believe it results in more predictable topology when you are redistributing the models, and you can't forsee what applications they will be used in. Most apps deal with triangulation and ngons in different ways, with different algorythms, but quads are dealt with by most packages exactly the same. No worry about how the software might triangulate the surface at render time, and no problems if the end user decides to add a level of subdivision for closeup rendering. These models are all 100% quads, so if your package supports subD, you can hit these with a level of smoothing, and they should look perfect under even the most extreme closeup angles. If I used tris, or worse, ngons, for the flat surfaces, then further subdivision wouldn't be possible without some edge issues and artifacts.
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