Timeline for Topology for a disk with circular holes?
Current License: CC BY-SA 3.0
5 events
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Jul 20, 2017 at 16:27 | comment | added | bertmoog | @Firewill - no, I totally agree... dressed is best. All I meant was the Subdivision mod is a double-edged sword. In your example, you're relying on it to shape the cylinders and cone, but if he were to need a cube too, something's gonna fail. | |
Jul 20, 2017 at 16:18 | comment | added | Firewill | @bertmoog Booleans can be a time saver, for sure, but since this question mentions topology I feel it is important for people to understand how topology works, once you grasp the rules the reasons why certain operations fail or the shading gets messy become apparent. We are working with polygons first and foremost, even when using booleans we still use polygons. I also have a bias towards proper topology since I dabble into gamedev and animation, to me, a properly modelled object is admirable and holds value on its own. | |
Jul 20, 2017 at 16:10 | comment | added | Nebula 480 | @bertmoog I followed your steps and understood better what was going on but I would always get stuck at the 3rd when using boolean. It wouldn't make the holes properly. Simple things like making a piece set 45 triangle with that simple looking subdivisions are....well I don't know where to start. I'm so new at this | |
Jul 20, 2017 at 13:41 | comment | added | bertmoog | While this is an ok solution for this particular model, what if the shapes were a series of tetrahedrons, squares, and cylinders, or even complex shapes? What if the shapes were not perpendicular to the surface? Booleans would allow for precise placement that would normally require a lot tweaking of the mesh if going the route that you propose. | |
Jul 20, 2017 at 5:14 | history | answered | Firewill | CC BY-SA 3.0 |