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02-20-2012, 05:52 AM
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Duke
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Join Date: May 2009
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quick 3d modeling question
is it better to make rectangles or triangles? why?
From my little experience I found it impossible to make a model entirely out of rectangles yet a piece of cake to make it entirely out of triangles.
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Homo homini lupus est
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02-21-2012, 04:34 AM
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Baron
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Location: East Coast, USA
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Re: quick 3d modeling question
I think 4 sided polygons render better. I usually go with poly modelling in max with nurms subdivision smoother - even if it's wicked, wicked tiny, I always try to go with 4.
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02-21-2012, 05:36 AM
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Duke
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Re: quick 3d modeling question
what if i used turbo smooth on the triangles?
wont that negate the render issues?
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Homo homini lupus est
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04-27-2012, 10:08 PM
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Baron
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Re: quick 3d modeling question
*shrug* dunno much about turbosmooth, though I do know if you use nurms, you should only check on 2 or 3 for "render" and just use 1 while modeling to save memory. Beyond that Ive only used meshsmooth with 2 iterations.
I hate using 3 sided polys but sometimes have to, I try to avoid it. I finally mastered the art of making any 2d spline, text, shape, or photoshop path/vector extrude with customizable edge smoothness which is basically convert reference spline into poly, clone it and add a map with 50% opacity on the clone (to see the reference while modelling), remove vertices/cut in edges, turn on the nurms smoothing to make sure it still all lines up, then select all the polys and use the "inset" command (this is what determines the smoothness of the edges) and finally, extrude, grab the back end vertice and add a mirror modifier. I'm AMAZED no one has written a tut for this yet, usually they have nothing to do with poly modelling which everyone knows a lot of 3dsmax is based on.
Anyways what I find is that 3dsmax has a really certain way regarding corners (you'll see if you try this) and edges to add detail and corners where there are vertices at just the right spot. It always seems to work better with 4 and you have to cut corners and add vertices in a certain way for it to look correct in the end. However, I also find that if you're going to indent or engrave this object onto an already existing one (and it will show up in the wireframe or under good lighting), it's best to cut in 3-sided polys within the "inset line" sometimes rather than strive for 4. It won't show up because the inset line is so thin, as opposed to cutting a bunch of 4s, then adding 3s (which can look shitty sometimes). I'm still mastering the engraving part but as far as poly modelling, this is the only time you're "forced" to make 3 sided polys... other than that I dunno, do what works best. Good luck.
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04-28-2012, 11:16 AM
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Duke
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Join Date: May 2009
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Re: quick 3d modeling question
Quote:
Originally Posted by -Fuck-
*shrug* dunno much about turbosmooth, though I do know if you use nurms, you should only check on 2 or 3 for "render" and just use 1 while modeling to save memory. Beyond that Ive only used meshsmooth with 2 iterations.
I hate using 3 sided polys but sometimes have to, I try to avoid it. I finally mastered the art of making any 2d spline, text, shape, or photoshop path/vector extrude with customizable edge smoothness which is basically convert reference spline into poly, clone it and add a map with 50% opacity on the clone (to see the reference while modelling), remove vertices/cut in edges, turn on the nurms smoothing to make sure it still all lines up, then select all the polys and use the "inset" command (this is what determines the smoothness of the edges) and finally, extrude, grab the back end vertice and add a mirror modifier. I'm AMAZED no one has written a tut for this yet, usually they have nothing to do with poly modelling which everyone knows a lot of 3dsmax is based on.
Anyways what I find is that 3dsmax has a really certain way regarding corners (you'll see if you try this) and edges to add detail and corners where there are vertices at just the right spot. It always seems to work better with 4 and you have to cut corners and add vertices in a certain way for it to look correct in the end. However, I also find that if you're going to indent or engrave this object onto an already existing one (and it will show up in the wireframe or under good lighting), it's best to cut in 3-sided polys within the "inset line" sometimes rather than strive for 4. It won't show up because the inset line is so thin, as opposed to cutting a bunch of 4s, then adding 3s (which can look shitty sometimes). I'm still mastering the engraving part but as far as poly modelling, this is the only time you're "forced" to make 3 sided polys... other than that I dunno, do what works best. Good luck.
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I'm getting better at keeping everything with 4 sides. The turbo smooth algorithm seems to like even numbers much more than odd.
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05-06-2012, 05:53 PM
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Grand Duke
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Join Date: Jan 2009
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Re: quick 3d modeling question
There really isn't such a thing as 4-sided polys. What you see as 4-sided faces, or rectangles, are actually just two(or more) triangles. Geometrically, this must happen because a rectangular face that has non-planar vertices couldn't be rendered. You'll notice this if you take a one-faced polygon plane, and then move one of the vertices downward; notice how the rectangular face is mysteriously able to bend with that other vertex, even though there is no other edge for it to bend upon.
In summary, when you are manipulating rectangular geometry, you're already using triangles without knowing it. The only reason to use rectangles is because they are easier to use when modeling. Otherwise, I am not aware of any technical advantages or disadvantages.
__________________
Aristophanes once wrote, roughly translated; "Youth ages, immaturity is outgrown, ignorance can be educated, and drunkenness sobered, but STUPID lasts forever."
Give a man a fish, he'll eat for a day. Give a man religion, and he'll starve praying for a fish.
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06-06-2012, 10:05 PM
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Baron
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Join Date: Jan 2009
Location: East Coast, USA
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Re: quick 3d modeling question
Shameless self plug
  
I'm still getting the hang I guess of "perfecting" the art of engraving any drawn logo or shape from photoshop path to extruded poly (again, there are no good tutorials Ive found using nurms covering this anywhere)...
I just find using 4 helps but most importantly making the cuts right at the edges has its benefits. Nevermind the absolutely shitty edges of the engraved pyramid or MSOffice logo, Im just trying to say using 4 using the inset method I mentioned always helps me. Plus Im showing off. Because I love designing and one day I wanna make a lot of the following doing it :-P :
But yeah honestly I go with 4 even on the insetted edges for all things like these, and whenever I do box modelling or modelling other stuff I use 4, it just seems to always be better for some reason, I could be wrong. Like this image sucks because the lines on the coin are completely fucking messy, but the insetted edge of the $ itself seems to be ok on its own
Man I love 3Dsmax. If I get too into that shit I start walking around and seeing the whole world as polygons.
Last edited by -Fuck-; 06-06-2012 at 10:11 PM.
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06-06-2012, 10:56 PM
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Grand Duke
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Join Date: Jan 2009
Thanks: 2,654
Thanked 1,563 Times in 1,003 Posts
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Re: quick 3d modeling question
Have you looked for tutorials for importing curves from Illustrator? Maybe I'm behind the times, but I'd think there would be more info on that since Illustrator is dedicated to bezier curves.
__________________
Aristophanes once wrote, roughly translated; "Youth ages, immaturity is outgrown, ignorance can be educated, and drunkenness sobered, but STUPID lasts forever."
Give a man a fish, he'll eat for a day. Give a man religion, and he'll starve praying for a fish.
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