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File: auto shade smooth.png (328 KB, 1131x889)
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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)
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>>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
>>
>>986323
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)
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i tried using proper topology and it's a lot better now
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>>986322
>in 3D you need a uniform topology (spread equally) in quads.
Why would you need that? Sounds ridiculous
>>
>>986393
for the normals. Just look at OP. THAT is why.
>>
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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
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>>986702
woah, how did he do that
>>
File: blender_JePQXxINyk.png (327 KB, 1089x743)
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>>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).



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