Timeline for When is it ok to subdivide?
Current License: CC BY-SA 3.0
21 events
when toggle format | what | by | license | comment | |
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Oct 19, 2014 at 19:37 | history | edited | iKlsR | CC BY-SA 3.0 |
edited tags; edited title
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Oct 19, 2014 at 8:21 | vote | accept | user40079 | ||
Oct 19, 2014 at 8:21 | vote | accept | user40079 | ||
Oct 19, 2014 at 8:21 | |||||
Oct 18, 2014 at 10:09 | answer | added | stacker | timeline score: 3 | |
Oct 18, 2014 at 9:36 | answer | added | JuhaW | timeline score: 2 | |
Oct 18, 2014 at 9:01 | comment | added | user40079 | @gandalf3 Just subdivide in edit mode. | |
Oct 18, 2014 at 8:57 | comment | added | user40079 | @stacker No modifiers at all. | |
Oct 18, 2014 at 6:48 | comment | added | gandalf3 | Just to be clear.. Are we talking about the subsurf modifier or subdivisions in edit mode? | |
Oct 18, 2014 at 6:46 | answer | added | G.Rassovsky | timeline score: 4 | |
Oct 17, 2014 at 20:47 | history | tweeted | twitter.com/#!/StackBlender/status/523213642842771457 | ||
Oct 17, 2014 at 20:00 | comment | added | gandalf3 | It really depends on what the model will be used for in the end. If the model is going to be animated/deformed, then clean topology is very important. Otherwise, maybe not as much. | |
Oct 17, 2014 at 19:54 | comment | added | stacker | @someonewithpc this not an easy question as it might appear. I would currently subdivision only for use vertices for particle emission,duplication or landscapes. Sculpting requires retopo, loop-cuts only work well with decent meshes... | |
Oct 17, 2014 at 19:49 | comment | added | someonewithpc | @stacker Loop cut is your best bet. | |
Oct 17, 2014 at 19:47 | comment | added | stacker | @someonewithpc When doing knife cuts, yes. I think the questions is unclear because it is not mentions which modifiers occur in the workflow. I'm afraid there is no single rule of thumb. | |
Oct 17, 2014 at 19:40 | comment | added | someonewithpc | @stacker Then you get N-gons... | |
Oct 17, 2014 at 19:06 | comment | added | stacker | It depends on whether you really need the subdivision everywhere in the model, if you just want to create geometry for a window then knife cut would be the better choice. For sculpting you need more (dynamic) geometry. So the answer would be it depends. | |
Oct 17, 2014 at 19:01 | comment | added | user40079 | Just to be clear I am not talking about the subsurf modifier but about the subdivide tool and the ngons it can produce on adjacent faces. Are you saying that its always bad and you might have to find a case with the least harm done? | |
Oct 17, 2014 at 18:51 | comment | added | Vladimir | The modifier converts ngons and triangles to quads (4 sided polygons), but they are not so efficent to use on a curved surface when using the modifier. | |
Oct 17, 2014 at 18:47 | comment | added | Vladimir | I remember when I was a beginner and I had a lot of questions of finding a best balance to get things efficient. The subdivision surface modifier divides every polygon into 4 and smooth out the objects shape. I suggest looking up for beginner tutorials (you have a lot to learn there) and you will start to see how things are going. Check out "blendtuts.com", "blenderguru.com" and many others. | |
Oct 17, 2014 at 18:46 | history | edited | user40079 | CC BY-SA 3.0 |
added 23 characters in body
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Oct 17, 2014 at 18:38 | history | asked | user40079 | CC BY-SA 3.0 |