shitty fridge is evolving! it evolved into a shitty fridge with a really shitty handle.
[img]http://img688.imageshack.us/img688/3340/ss20100912222031.png[/img]
Funny thing is is that ngon can be quadrangulated with no modification.
[QUOTE=DOG-GY;24794028]Funny thing is is that ngon can be quadrangulated with no modification.[/QUOTE]
Wait what? Any shape can be quadrangulated with no modification.
[QUOTE=johan_sm;24794236]Wait what? Any shape can be quadrangulated with no modification.[/QUOTE]
A five sided figure would make 1 tri and 1 quad. This ngon would make quads without modification. Some would be really thin though.
[editline]10:56PM[/editline]
Not that it matters. The shape won't shear when subdivided so it doesn't matter.
[QUOTE=DOG-GY;24794563]A five sided figure would make 1 tri and 1 quad. This ngon would make quads without modification. Some would be really thin though.
[/QUOTE]
A 5 sided figure is an ngon too. Also how would you make a 7 sided figure all quads?
And yes, if it's an ngon, subd shape will fuck up. Badly.
[QUOTE=johan_sm;24795005]A 5 sided figure is an ngon too. Also how would you make a 7 sided figure all quads?
And yes, if it's an ngon, subd shape will fuck up. Badly.[/QUOTE]
I guess I'm wording it poorly. I'm saying that his ngon would make quads just fine, without have to remove or add vertices. A 7 sided figure would make 2 quads and a tri, obviously.
His won't noticably shear (unless I'm totally wrong) because it's set up right. As long as it's set up properly any subd mesh won't have a shearing problem regardless of non quad ngons (though they should be avoided).
[QUOTE=johan_sm;24795005]A 5 sided figure is an ngon too. Also how would you make a 7 sided figure all quads?
And yes, if it's an ngon, subd shape will fuck up. Badly.[/QUOTE]
Why would you want all faces to be quads?
I love zbrush's retopology feature.
[editline]08:51AM[/editline]
[QUOTE=nVidia;24796264]Why would you want all faces to be quads?[/QUOTE]
For the smoothing to work properly?
[QUOTE=johan_sm;24795005]A 5 sided figure is an ngon too. [b]Also how would you make a 7 sided figure all quads?[/b]
And yes, if it's an ngon, subd shape will fuck up. Badly.[/QUOTE]
Like this: [img]http://img203.imageshack.us/img203/6748/quads.png[/img]
It's not 7 sided.
max crashed 3 times when i was making that handle. i dont even know what the fuck.
[QUOTE=johan_sm;24785327]What app[/QUOTE]
Ah, it's 3ds Max 2011.
[QUOTE=ferdam;24798753]Ah, it's 3ds Max 2011.[/QUOTE]
In the viewport or in the render?
[QUOTE=broo20;24798928]In the viewport or in the render?[/QUOTE]
In the render (Just like Sheogorath's render in the start of this page).
Well you could do it with a composite material in mental ray. That's how I do it. The base is a standard grey, and the material on top is a black standard with wire ticked on. Looks good man.
ngon also makes rendering looks funny by the way.
Most rendering engine cuts ngon into triangular-mesh and interpolate vertex normal, texture, and etc.
[QUOTE=nVidia;24796264]Why would you want all faces to be quads?[/QUOTE]
subd is based on quads as was said above. The picture posted shows what I meant. I was also saying since it would wind up so flat after subd it wouldn't have noticable problems, unless it subdivides in a way I don't expect.
[QUOTE=DOG-GY;24795450]I guess I'm wording it poorly. I'm saying that his ngon would make quads just fine, without have to remove or add vertices. A 7 sided figure would make 2 quads and a tri, obviously.[/QUOTE]
Yes, because his ngon has even number of verts.
[QUOTE=DOG-GY;24795450]
His won't noticably shear (unless I'm totally wrong) because it's set up right. As long as it's set up properly any subd mesh won't have a shearing problem regardless of non quad ngons (though they should be avoided).[/QUOTE]
His ngon will create terrible effect in subd. Despite being flat, it has nonflat edges around it and thus it will do crazy stuff. It won't shear only if he inset/extrude to add some control edges to it.
But I guess he's not subdividing it, so who cares.
And reply to maya, I don't know what renderer you use, but flat ngons even when converted to tris won't show any unwanted results in render because it's flat. If it wasn't flat, then yes, it would cause terrible mess.
But in the end it's best to fix ngons as soon as possible.
Did a little work to the 3d around the feet and will be updating the guns soon, these renders are starting to look very good compared to my old work.
[IMG]http://i228.photobucket.com/albums/ee18/Troopermanaic/29.jpg[/IMG]
[IMG]http://i228.photobucket.com/albums/ee18/Troopermanaic/28.jpg[/IMG]
[QUOTE=DOG-GY;24799706]Well you could do it with a composite material in mental ray. That's how I do it. The base is a standard grey, and the material on top is a black standard with wire ticked on. Looks good man.[/QUOTE]
Hmm, ok, Ii'm gonna try that, thanks !
STARTING to look good? its freaking awesome!
[QUOTE=Legend286;24797052]Like this: [img]http://img203.imageshack.us/img203/6748/quads.png[/img]
It's not 7 sided.[/QUOTE]
I never said yours was 7 sided, jeez.
[QUOTE=johan_sm;24810174]I never said yours was 7 sided, jeez.[/QUOTE]
What? You said a 7 sided ngon, his isn't 7 sided even though it looks like it is without the chamfers.
But he never said that ngon was seven sided.
I'm trying to understand spatial rotation. UGUGUGUG
[QUOTE=Legend286;24811478]What? You said a 7 sided ngon, his isn't 7 sided even though it looks like it is without the chamfers.[/QUOTE]
Yes I said a 7 sided ngon, never did I say YOUR ngon.
His isn't 7 sided, I know that and I wasn't referencing to you.
So I just finished retopologizing this head in zbrush, but I was wondering how to export the lowpoly mesh to a usable format?
[IMG]http://dl.dropbox.com/u/3911100/lecop.jpg[/IMG]
[QUOTE=johan_sm;24813977]Yes I said a 7 sided ngon, never did I say YOUR ngon.
His isn't 7 sided, I know that and I wasn't referencing to you.[/QUOTE]
You were saying how a 5 sided wouldn't make all quads, then you said how would a 7 sided make all quads, DOG-GY didn't mention a 7 sided ngon, so that's why I thought you were referencing to the picture.
[QUOTE=Uberslug2;24817050]So I just finished retopologizing this head in zbrush, but I was wondering how to export the lowpoly mesh to a usable format?
[IMG]http://dl.dropbox.com/u/3911100/lecop.jpg[/IMG][/QUOTE]
not related, but Uber, why are you on an alt?
[QUOTE=broo20;24818362]not related, but Uber, why are you on an alt?[/QUOTE]
He forgot his password & the email his account is associated with.
heheheheh
[QUOTE=Uberslug2;24817050]So I just finished retopologizing this head in zbrush, but I was wondering how to export the lowpoly mesh to a usable format?[/QUOTE]
You should be able to switch to the view of only the retopologized mesh (maybe ctrl + a? I forget), make sure the subivisions are all the way down, then export. Should work unless I completely forgot. I've only exported retopologized models once.
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