๐งต Untitled Thread
Anonymous at Mon, 10 Jun 2024 20:00:31 UTC No. 986320
me when i try to learn blender
Anonymous at Mon, 10 Jun 2024 20:20:14 UTC No. 986322
is this just 1 object?
in 3D you need a uniform topology (spread equally) in quads.
oh and welcome to blender
Anonymous at Mon, 10 Jun 2024 20:26:08 UTC No. 986323
>>986322
yeah, i wanted a smooth shaded bevel from the flat side to the pipe. seems wasteful that i need a bunch of quads just to get the shading to look kind of right when it looks normal in flat shading. i guess that's how it is
Anonymous at Mon, 10 Jun 2024 20:37:26 UTC No. 986325
>>986323
It depends which blender you are in
If it's the last one you need to use a modifier like max
Anonymous at Tue, 11 Jun 2024 13:39:02 UTC No. 986393
>>986322
>in 3D you need a uniform topology (spread equally) in quads.
Why would you need that? Sounds ridiculous
Anonymous at Thu, 13 Jun 2024 05:52:16 UTC No. 986627
>>986393
for the normals. Just look at OP. THAT is why.
Anonymous at Thu, 13 Jun 2024 22:49:09 UTC No. 986702
it's not that you need "uniform topology (spread equally)" you're suggesting there should be grids of pointless quads on every flat surface?
a lot of people misinterpret advice they heard for making AAA character models with complex moving shapes and apply it to all of 3d modelling, regardless of whether its applicable or a good use of time, especially if you're just practicing
Anonymous at Fri, 14 Jun 2024 00:07:36 UTC No. 986724
>>986702
woah, how did he do that
Anonymous at Fri, 14 Jun 2024 15:51:18 UTC No. 986774
>>986322
>spread equally
not necessarily, right? i thought it was dependent on what you were trying achieve. like with curves and smooth surfaces in subd modeling, absolutely. but with other geometry you would want it to be uneven (e.g. control loops, specific shapes).
Anonymous at Mon, 15 Jul 2024 17:59:24 UTC No. 989871
Anonymous at Tue, 23 Jul 2024 20:16:12 UTC No. 990544
>>990543
no, just harden/soften edges properly, and verify it's fine via baking in substance
Anonymous at Sat, 27 Jul 2024 14:20:41 UTC No. 990781
>>986627
what's a normal and why does it matter?
Anonymous at Sat, 27 Jul 2024 18:48:58 UTC No. 990815
>>990781
every face has a normal that's tangential to it
it's how the engine reads how light should impact a surface (with a normal map texture)
part of why we don't want n-gons because many game engines have trouble reading non-uniform geometry
Anonymous at Sun, 28 Jul 2024 14:48:17 UTC No. 990864
>>990815
not every face, every vertex, faces dont have normals, those are calculated per pixel based on edge lenght
Anonymous at Fri, 23 Aug 2024 19:22:42 UTC No. 992663
I am pretty much a beginner in blender, how did anon here >>986702 made that mesh?
The smooth transition from a cube to a cylinder.
I decided to give it a go using loop tools, bevel and inset but the transition from the cube face to the cylinder is very stiff and when i used shade smooth the normals got all weird, even when i marked sharp all the top edges.
I really need to look into a hard-face surface course.