[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Settings Mobile Home
/3/ - 3DCG

4chan Pass users can bypass this verification. [Learn More] [Login]
  • Please read the Rules and FAQ before posting.

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]

[Advertise on 4chan]

File: auto shade smooth.png (328 KB, 1131x889)
328 KB
328 KB PNG
me when i try to learn blender
is this just 1 object?
in 3D you need a uniform topology (spread equally) in quads.

oh and welcome to blender
File: normals heh.png (141 KB, 949x730)
141 KB
141 KB PNG
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
It depends which blender you are in
If it's the last one you need to use a modifier like max
File: trapezoidandpipe.png (143 KB, 1055x767)
143 KB
143 KB PNG
i tried using proper topology and it's a lot better now
>in 3D you need a uniform topology (spread equally) in quads.
Why would you need that? Sounds ridiculous
for the normals. Just look at OP. THAT is why.
File: Untitledsadf.png (230 KB, 1837x661)
230 KB
230 KB PNG
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
woah, how did he do that
File: blender_JePQXxINyk.png (327 KB, 1089x743)
327 KB
327 KB PNG
>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).

[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.