doppelganger
07-26-2003, 03:56 PM
Regards all,
I am modeling a castle in Maya for a school project and I have a couple general questions for the group. I have spent most of my time doing tutorials on organic modeling in which keeping the surface topology as all quads is of high importance. Is this the same with architectural modeling considering the surface dosent need to deform? I ask becaue I am using booleans to create many of the windows and surface greebles. I find that it is difficult to then connect the new edges all the way around the model. I can take the extra time and do this (which will create extra faces and a higher poly count) but if it is not imperative I would like to know. I have heard that quads will keep render times lower as the math is easier for the computer to work then 4+ sided faces. I was aso wondernig if booleans are ok to use. The last time I used them was in 3D studio Max 3 and I recall them being quite buggy. Any suggestions of things to look out for when doing modeling like this or links to good architectural tutorials would be greatly appriciated.
Thanks,
Scott Spencer
I am modeling a castle in Maya for a school project and I have a couple general questions for the group. I have spent most of my time doing tutorials on organic modeling in which keeping the surface topology as all quads is of high importance. Is this the same with architectural modeling considering the surface dosent need to deform? I ask becaue I am using booleans to create many of the windows and surface greebles. I find that it is difficult to then connect the new edges all the way around the model. I can take the extra time and do this (which will create extra faces and a higher poly count) but if it is not imperative I would like to know. I have heard that quads will keep render times lower as the math is easier for the computer to work then 4+ sided faces. I was aso wondernig if booleans are ok to use. The last time I used them was in 3D studio Max 3 and I recall them being quite buggy. Any suggestions of things to look out for when doing modeling like this or links to good architectural tutorials would be greatly appriciated.
Thanks,
Scott Spencer
