Simple Artisan examples collection
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Some examples of how loops can affect hard edges in this recess.
Left to right:
Hard edge at base.
Hard edge at wall.
Double hard edge.
No hard edge.
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Some subtle but important differences there Oli
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Cerebral pre modeling!
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@hieru said:
It was certainly a worthwhile exercise as I learnt that n-gons in your proxy can be used to create better topology (see the areas highlighted in red).
Don't you mean lack of n-gons? Those highlighted red are quads.
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Yes you're right - doh! The proxy modelling and end result make much more sense now.
Normally I'd triangulate odd shaped quads in the same way I'd deal with n-gons. Now I know better.
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haha yeah, i was confused for a minute! I couldn't understand how n-gons can make anything better.
It doesn't matter how "odd" the quad looks. If it's a quad it's a quad and will perform well. Sometimes you can't avoid triangles. It's too many poles that frustrate me.
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@olishea said:
It doesn't matter how "odd" the quad looks. If it's a quad it's a quad and will perform well.
Lesson learned
I'll certainly never model proxy circular planes any other way from now on. If this shape is typical, there should be a lot to be learnt from the rest of the examples.
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Had some time to tackle one of the shapes from the topology reference guide. I've changed some of the modelling to make it easier/faster to achieve in Sketchup.
It was certainly a worthwhile exercise as I learnt that n-gons in your proxy can be used to create better topology (see the areas highlighted in red).
Edit: The red areas are quads rather than n-gons. They are however still very important when it comes to creating better topology.
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Very nice work.
Just a quick note: Try using circles with 6 edges instead of 8. When you intersect a 6 sided circle in half with a line you get two halves of quads, if that makes sense. It doesn't really matter for this model, it's just something I should point out. You would end up with less poly too. The starting circle really determines how successful the subdivision is going to be; if you've tried using a strange amount of edges it becomes difficult to keep quads and the model becomes frustrating.
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Can you do something about the marked areas? Looks a bit strange to me having those stray edges, even though it does form a quad. The large triangles could possibly be avoided too, don't have time to look though.
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I was simply copying one of the provided examples, but I'll see if there is a better way of doing it.
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@olishea said:
Try using circles with 6 edges instead of 8. When you intersect a 6 sided circle in half with a line you get two halves of quads, if that makes sense.
Good point....that's a great tip
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@olishea said:
Can you do something about the marked areas?
Is this any better? It generates much neater topology but the poly count goes up.
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Or how about this? Here I've rebuilt the form using 6-sided openings...much more economical!
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Two versions of a simple cylinder with a bevelled edge. The second version (bottom) is for situations where you can't get away with a 6-sided shape.
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Too many poles. 3 and 5 sided converging quads.
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Last one for today: joining two pipes of the same diameter.
This one is significantly different to the reference as I couldn't figure out how to join the pipes without distorting the bottom pipe and making it non-cylindrical (see circled area).
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@rich o brien said:
Too many poles. 3 and 5 sided converging quads.
Presumably that makes it difficult for UV mapping?
Edit: I was obviously over-thinking things again...
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