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View Full Version : The No-Joke Topology Guide for Serious 3D Modelers



probiner
06-13-2009, 12:40 AM
http://gregory.kramida.home.comcast.net/%7Egregory.kramida/MegaTutorials/TopologyGuide/TopologyGuide.html
Only saw it today.
What you guys think of it?

Cheers

cresshead
06-13-2009, 03:21 AM
it's comments on triangles seems weird seeing as EVERYTHING gets rendered as triangles in lightwave and 3dsmax for example...

stick layout in wireframe view...with any sub d mesh...

probiner
06-13-2009, 02:23 PM
Yeah problem with nerdy stuff like this is the lack of examples. Data Visualization.

Cageman
06-14-2009, 04:20 PM
it's comments on triangles seems weird seeing as EVERYTHING gets rendered as triangles in lightwave and 3dsmax for example...

stick layout in wireframe view...with any sub d mesh...

Well... the triangulation is based on how the subds are calucating it, which isn't the same thing as actually creating a model using triangles. As far as I know, most renderers does internaly triangulate any type of mesh before actually rendering it. The benefits comes from the fact that triangulation happens last in the chain, so all optimization regarding deformations etc are there and will yeld good results.

Hence the reason I tend to love to work woth subD objects for rigging/animation and rendering... :)