hrrrm I'm not sure I agree with that, limiting your poly count forces you to really break down the forms and planes with in a 3dimensional shape, which will eventually help your higher poly models that being said though, you do have a lot of extra accessories on your model there, so maybe they are eating into your poly count, anyway thats my feeling anyway! It's good work though!
I would love to Pepakura this, any chance of obtaining the .obj file? I know this is your work but using this model, I could make a costume out of your design.
I would love to Pepakura this, any chance of obtaining the .obj file? I know this is your work but using this model, I could make a costume out of your design.
you can actually work with both quads and tris at the same time. It doesn't really matter imo. Mixing about.... as long the topology is there. My models are in tris is because the rendering software (marmoset toolbag) gives me that. Maybe it is because I export as obj to let it read (as that is the only way I can get it to read). But if you are gonna give the model some sculpting, it is more recommended to keep your model in quads.
Ok, so if I understood you correctly you don't actually model in triangles? On a side note, would you say that it is better to blend quads and tris to stop n-gons from appearing? As you might understand I'm pretty new to 3D. Anyway, thanks for the quick answer
well take some time and go [link] It is very useful when it comes to modelling
Triangles are used on different places. Eg. you are trying to make these ring of edges to merge with another. But the ring A has lesser vertices. So you split a quad into a tri and quad, giving you 1 extra vertex. Another use is letting the program know how lighting should cast on the quad. Many times you will bend/fold or stretch vertices on the quad. But this bend/fold can be resulted with different method because there is no bend line to guide it. So you split the quad to let the program know you are bending inwards or outwards, thus receiving the desire lighting. Another one will be topology, triangles act as a pivot to guide faces on bending joints. read this: [link]
Faces with 5 sides and above appears because of not paying attention during face cutting and deleting edges. The cut made is not snapping, causing additional vertices to appear. When deleting edges, you may have miss out the vertices that belongs to it. And yes blending does help as you will have a more uniformly shaped faces around. Best working method imo is to do extruding and merging. Working at a edge loop at a time, instead of cutting or deleting or bending a large plane with several subdivision. Helps avoid 5 sides+ easily. Start little and grow bit by bit.
but then i never learn anything about sculpting :/
My models are in tris is because the rendering software (marmoset toolbag) gives me that. Maybe it is because I export as obj to let it read (as that is the only way I can get it to read).
But if you are gonna give the model some sculpting, it is more recommended to keep your model in quads.
It is very useful when it comes to modelling
Triangles are used on different places. Eg. you are trying to make these ring of edges to merge with another. But the ring A has lesser vertices. So you split a quad into a tri and quad, giving you 1 extra vertex.
Another use is letting the program know how lighting should cast on the quad. Many times you will bend/fold or stretch vertices on the quad. But this bend/fold can be resulted with different method because there is no bend line to guide it. So you split the quad to let the program know you are bending inwards or outwards, thus receiving the desire lighting.
Another one will be topology, triangles act as a pivot to guide faces on bending joints. read this: [link]
Faces with 5 sides and above appears because of not paying attention during face cutting and deleting edges. The cut made is not snapping, causing additional vertices to appear. When deleting edges, you may have miss out the vertices that belongs to it. And yes blending does help as you will have a more uniformly shaped faces around.
Best working method imo is to do extruding and merging. Working at a edge loop at a time, instead of cutting or deleting or bending a large plane with several subdivision. Helps avoid 5 sides+ easily.
Start little and grow bit by bit.