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!
I am Omar, and I'm a quad-holic
but like every rule, once you understand them, you can break them when you wish. :)
when you use triangles or ngons
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
indeed pieriko good to learn holding edges first.
Thanks pieriko
Use a matcap to show it
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.
If I were modeling this for a scene, I would model this to scale using real world units.
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 :)