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probiner
07-22-2009, 11:40 AM
Has i try to mess around with mesh in a knitting mentality, when i try to pick what i learn from 2d grid planes and apply it to a model things get confunsing.

One of wich is:
Difference of modeling with Poles and Quads(Low density), modeling Poleless and Quads(High Density) or modeling with Quads, Tris and N-gons and no Poles (Low Density).

If you subdivide a Quad once you get 4 quads and regular Pole. Subdividing a Triangle: 3 quads and a 3 edges Pole. A Pentagon: 5 quads and a 5 edges Pole, etc.
modeling with Pentagons and Triangles ain't much of a trouble these days if you use Catmull-Clark. (I assume that issues in Lw will be overrun)

In animation, there's a lot ao stretching and compressing going on. Compressing a lot of edge loops can make some edges to show up; but bending over a 3-53Edge Poles may reveal them as a small bump or eges
And altough modeling with N-gons can give a unpoled model, they still there at subdivision, but at some point it seams that they dont cause so much pincihing. Right or Wrong?

So whats the best approach for animation deformations?

Cheers

http://i153.photobucket.com/albums/s202/animatics/Lightwave/Comparison-2.png

probiner
07-22-2009, 01:13 PM
http://www.guerrillacg.org/home/3d-polygon-modeling/subdivision-topology-artifacts

This kinda answered my question altough i would like to see more animation related issues, and if Poles represent same issue than Non-Quads in this case.

Cheers

SplineGod
07-22-2009, 02:10 PM
The problem with ngons is you cant predict nor control how they will deform. Polys can only bend along edges which is why I generally try and stick with quads. :)

probiner
07-22-2009, 04:17 PM
Hmmm oki.
Not totally understood but looks like im gonna stick to classic then :P

http://www.easterntoys.com/v/vspfiles/photos/82213-0.jpg "No tricky business"

Thanks for the input