5:57 – why bother creating quads/putting in this amount of effort?

Forum Archive 5:57 – why bother creating quads/putting in this amount of effort?

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  • #21000
    Charles
    Participant

      Given these are tiny pieces, completely flat and it’s all a big smoke and mirrors effect isn’t it much easier to just outline the piece, fill, boolean out the circles and leave it as nGons?

      #97924
      Martin Bergwerf
      Participant

        Hi Charles,

        This is not so much about it being all Quads (that‘ll probably be more out of a force of habit, albeit not a bad one), as to get more Face Corners to tell Blender what part of the image comes where on the Geometry. This to prevent too much warping of the texture (photo). Chris points this out in the Introduction to Camera Projection Lesson from ~7:20:

        amera Projection.png

        #97925
        Omar Domenech
        Participant

          I’ve heard the best car mechanics are the ones that wear all white at the shop and at the end of the day, it has to remain all white. That is to say, perhaps as Martin says, force of habit apart from technical matters. Maybe excellence has to find you practicing even when it’s not needed. That’s how you get good. Like the best Ju-Jitsu guys train 7 days a week all year long, take no breaks even on holidays. It’s crazy. 

          #97926
          Charles
          Participant

            My issue is that it’s teaching poor topology… If you don’t know what you’re doing you think that this is ok, while it also takes a lot longer than simply outlining (and getting as many corner faces as you need) and simply doing an ngon fill. I don’t really get it… it seems like it’s the worst of both worlds

            #97927
            Omar Domenech
            Participant

              Yeah I see what you’re saying. I guess Christ thought it’s just one of those instances where you can forget all about modeling rules and just work dirty. He decided to take that approach and it’s ok.

              #97928
              Martin Bergwerf
              Participant

                “…getting as many corner faces as you need) and simply doing an ngon fill. “

                That is not going to get you any Face Corners in the middle, only at the Edge of that NGon. That will still introduce warping of the texture.

                The Topology really doesn’t matter here.

                #97929
                Charles
                Participant

                  Sure. It’s a really creative course and I had no idea about UV projection mapping so I’m learning plenty and enjoying it. 

                  It just seems to me that the overall point/concept of the course is that you CAN cheat, Ian Hubert style, and get really good results. I found it odd that the tutorial didn’t lean into this ‘lazy tutorial’ style more. Or go the other way and use all these shapes to teach modelling and resolving edge flow in 2d (which is the best way to learn this stuff) and then extruding on the Z. They’d work a bit like JL’s Cookie Logo in this respect except that you’d have loads of shapes to do on your own once you’ve been taught the right approach. 

                  I found myself questioning whether I was missing something as I really don’t know anything so that’s why I asked the question.

                  #97930
                  Charles
                  Participant

                    Martin… is this not ok?

                    1. Outline base shape using single vertex extruded as many times as needed
                    2. Fill (not grid fill)
                    3. Cylinders as required
                    4. Bool cylinders from base shape

                    #97931
                    Martin Bergwerf
                    Participant

                      Well,

                      You might be able to get away with it in this case, where the parts are really small and it won’t be very noticeable (unless you zoom in), but it will probably warp the texture badly, as with that Cube in Chris’s example.

                      It’s not the fact that it’s an NGon, that is the problem.

                      #97932
                      Charles
                      Participant

                        The texture already seems to warp quite a lot which is why the edges get patched up and can’t see/understand why it’ll be worse this way. So I guess I’ll try it like this for the next part I make and see if it works or not. Will update here

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