• Omar Domenech(dostovel)

    I am Omar, and I'm a quad-holic

  • Kaj Suominen(louhikarme)

    but like every rule, once you understand them, you can break them when you wish. :)

  • pieriko

    when you use triangles or ngons

  • pieriko

    The subdivision modifier then has to arbitrary choose in wich direction to cut the face when it's not a quad and so it gets worst and worst

  • Kaj Suominen(louhikarme)

    indeed pieriko good to learn holding edges first.

  • Scott McClellan(pffsfs)

    Thanks pieriko

  • pieriko

    Use a matcap to show it

  • pieriko

    The problem with creasing edges is that it can input a lot of distortions on textures for exemple and... it's kind of cheating with your geometry so wether it visualy works, I think it's better to learn using supporting edges and nice topology first.

    edge crease can saves you a lot of time for sure, but to be used with caution.

  • Grady Pruitt(gradyp)

    If I were modeling this for a scene, I would model this to scale using real world units.

  • s
    Shawn Ankersen(sankersen)

    Just as a heads up, for the viewers it's a little hard to tell the difference when streaming in a lower quality, but if you enable smooth shading yourself in Blender you will definitely notice the difference :)

Get instant access to this Live Stream.

This event is part of the January 2018 Class, "Getting Started with 3D Modeling & Blender"

Second week of the class: Enter the world of mesh modeling! This is the oldest form of building objects in 3D, in the computer. The discussing/demo today revolves around the technical art of “pushing and pulling verts”, as modelers lovingly called it.

We're piggy-backing off the Mesh Modeling Fundamentals course here, where practice makes perfect. So we’ll be mesh-modeling an object or two to demonstrate tools and workflow available with Blender. It’s ideal if you practice along with me!

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