Quad Cylinders in C4D #cinema4d #3d #topology #3dmodeling

preview_player
Показать описание

Рекомендации по теме
Комментарии
Автор

Calling it terrible topology is bad for beginners. In static models, and in games this is usually okay. Infact if you handed me your cylinder as our result for our low poly that we’ve baked onto I would tell you to change it, because you’ve wasted polygons for no good reason. Different topology is used for different things and your solution is used as a sometimes, not as an always. And if we are baking, im making a circular uv island out of the top of that cylinder anyways so there wouldn’t be a problem texturing, unless you don’t have a proper understanding of uv unwrapping there is no good reason this would cause problems with texturing.

mobubbler
Автор

i knew i would find this grid fill technique day 1 learning C4D, glad it did not take long

barittos
Автор

Eu realmente precisava dessa dica mas parece que ninguém gosta de contar ou mostar como faz. Muito obrigada. 💜

larycaldas
Автор

Been looking for this having come over from Blender. Thank you! For so those making a fuss—yes if low poly-count is the goal, you shouldn’t even have the vert in the center (dissolve it and embrace the n-gon). For me I tend to go higher poly as it’s more realistic and flexible. I almost never leave sharp edges unless it’s an instance for a particle system.

flowercalls
Автор

Depends on the usage of the cylinder, you're effectively turning 1 vert into an arbitrarily infinite number for potentially no reason in some cases.

forerun
Автор

Unless you're doing sub-d modelling/animating, the triangle fan is perfectly fine. Unsure why you mark it as "terrible". It absolutely isn't. For some purposes like VR/Mobile games it would even be preferred, as a few less polys adds up quickly if you do it for all assets.

koenberkvens
Автор

"Grid fill" - Good tip
Topology wise? - Depends on the use case...
if you are Simply Using Sub-D | just use a "Bevel "as "Support loop".

Coming from blender: And Chashing Quad Topology is impossible without some Insane Planning...

pikachufan
Автор

damn, been doing that by hand all the time. powerful tip

von_freiesleben
Автор

So you go from having 16 tris, to 76 with no change whatsoever to the shape. Terrible optimization of the mesh.

ZeldaLore
Автор

This is nice! Please tell me there's also a version for blender?

bluefx
Автор

Do you know how to do this in blender??

alexaaaaaaa
Автор

What's the point of using Quad topology?

Josh-ztdj
Автор

Obligatory comment about that one yandere simulator toothbrush having 50 billion triangles

danwellington
Автор

Topology is bad when it hurts the model and this doesn't hurt the model. If you're animating an object and it needs to bend realisticly, then yes... quads are essential but static meshes? Objects that are static and a texture will be applied on to it anyway? Nah. This is perfectly fine and this type of thing is only an issue if it's everywhere in the model.

regular-user
Автор

Unless you *need* this topology for a specific reason, like displacement or animation - don't do this.

You're going to inflate your polycount by 4x + and you're going to spend too long obsessing over topology rather then simply making good art and developing your skills.

Pretty good technique to know however.

GamedevOneOOne
Автор

I'm gonna use the typology that works for me, m'kay.

PsychorGames
Автор

Would that not make ex/intruding more difficult or is it to improve the typology after the modeling is done?

awakemf
Автор

So what you're saying is... Straws have two holes?!?

BrandonTomonGoogle
Автор

Stop saying anything that’s not a quad is bad. I see so many beginners have that mindset now because it’s the info there given and they waste so much time.

gromit
Автор

Why is it good to do that? Just wondering

Nordgubben
join shbcf.ru