chrisrezende
03-24-2010, 11:38 PM
Hello everyone!
I'm starting with sub-d modeling and I'm in serious trouble already. When I studied a little of subdivision modeling theory last year, I could figure three common ways of modeling with this technique. Now that I'm delving myself into the practice, I really don't know what way I should follow. Thoses ways are listed below.
1) Artist models an object, adding major forms and details then subdivides the mesh to the desired level (i.e. 2 levels of subdivision) and sticks with it for unwrapping, animation and rendering.
2) Artist models an object, adding major forms and details then subdivides the mesh to level 1. Then he/she works on the object at that level, adding more detail and removing unnecessary edge loops. Then he/she subdivides the mesh to level 2 and sticks with it for unwrapping, animation and rendering.
3) Artist models an object, adding major forms and details then subdivides the mesh to level 1. Then he/she works on the object, adding more detail and removing unnecessary edge loops. Then he/she subdivides the mesh to level 2 and works on the object again, removing unecessary edge loops. Then he/she takes it to unwrapping, animation and rendering.
Honestly, I'm pretty worried about ending up with too many unnecessary loops/polygons on my models. So, which way is better? Which way you guys use?
Thanks in advance.
- Christiano
I'm starting with sub-d modeling and I'm in serious trouble already. When I studied a little of subdivision modeling theory last year, I could figure three common ways of modeling with this technique. Now that I'm delving myself into the practice, I really don't know what way I should follow. Thoses ways are listed below.
1) Artist models an object, adding major forms and details then subdivides the mesh to the desired level (i.e. 2 levels of subdivision) and sticks with it for unwrapping, animation and rendering.
2) Artist models an object, adding major forms and details then subdivides the mesh to level 1. Then he/she works on the object at that level, adding more detail and removing unnecessary edge loops. Then he/she subdivides the mesh to level 2 and sticks with it for unwrapping, animation and rendering.
3) Artist models an object, adding major forms and details then subdivides the mesh to level 1. Then he/she works on the object, adding more detail and removing unnecessary edge loops. Then he/she subdivides the mesh to level 2 and works on the object again, removing unecessary edge loops. Then he/she takes it to unwrapping, animation and rendering.
Honestly, I'm pretty worried about ending up with too many unnecessary loops/polygons on my models. So, which way is better? Which way you guys use?
Thanks in advance.
- Christiano
