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Rick Bruce

Quadularity and Texturing Problems?

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Guest dataflow

I would like to see a sample of the shading error of hypernurbs on a curved surface with a triangle. I did notice the odd hypernurbs flow with a triangle or ngon but was unable to see any difference in renders. I ran tests on this face and the real distortions in the shading seemed to occur when polys were stretched too far, like skinny diamonds, and of course differences in size which might show up more if you have a bump texture say for the skin.

it doesnt always happen but trust me it does happen.

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I trust you since it sounds likely and there seemed to be a lot of emphasis on keeping things quadular in your figure from the instruction movies I watched about it. The problem of keeping quads is hard for me but I want to make good models for all uses though personally I am interested in fine detail stills for art and design. It is just so far I could not find the problem, but I guess I'll find it sooner or later. I was just now re-modeling my figure so I wanted to see how important it was before I moved on to finishing the project.

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Very good tutorial here that explains this kind of thing clearly.

The others on that site are well worth a look too, a few more here.

My 2 cents on high/low poly - keeping the mesh lighter makes it easier to rig, UV map, and will be more responsive when animating. Sure there's no need to keep it ultra low like an old game model but it always helps to make the meshes as efficient as possible.

Subdivision smoothing (Hypernurbs in C4D) will then smooth out things for the render.

Cheers,

Brian

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Jolly good, thank you!

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note the video didnt cover when the entire face is triangles I want you to look at this face. and tell me you know what the topology is. in my opinion low poly is a joy. and very time saving but know you can make something out of all triangles and it will be just as balanced as all quads

http://bleed.110mb.com/fatface.html

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Guest dataflow

it might be made of all tri's but i bet its not smoothed.

no one has said you cant have a model which are all tri's.

but try and put it under a HN and see what happens.

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so your going to disbelieve your eyes, its pretty obvious its smooth. here is one more

http://bleed.110mb.com/naomifronthair.html

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im sorry i have eyes.

its not smooth and if you think it is then we both have different definitions of smooth.

the face might be but that has no detail so its not going to get artifacts

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The hair deforms fairly poorly in that example, Tyree, snapping and jumping. And the face is completely static, so it's hard to tell what's being 'proved'. Let's see an all-triangle smile, a yawn, and a frown.

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That Guerrilla.org site is cool with some great basics videos, so thank you Brian. I liked the hand example which I even mentioned here about decreasing complexity, and the video offers the genius technique of looping complex areas back into each other. I studied the Meg sample hand but I had not thought about it as looping areas back into each other. The video explains more about surface artifacts resulting from triangles/ngons but did not cover shading problems, unless that is what was meant by that comment here about shading problems. One thing is certain is that if you can maintain all quads it is best, but it appears so far to me that you can get away with some triangles/ngons, but I might find later... The problem for me is that I have not learned a better way to decrease complexity, or getting rid of rows of quads or edges without an ngon or triangle, but I will consider the looping in my future planning.

As far as the smoothness I would offer try the sample blue face I attached here with only triangles or without a HN. Not likely, but I do have an ngon in plain site on the nose and you cannot see it in this surface test. I thought the trouble had more to do with bitmap textures getting distorted.

post-28338-12689306048_thumb.jpg

post-28338-126893061238_thumb.jpg

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