Hi i am new to this site and learning courses, i have recently completed gamedev.tvs learn blender course, instructed by grant abbit, and saw the press start course on this site
I noticed immediently the work flow is very different, and pretty uncomfortable from what i have learnt like deleting faces and creating engons ect is this your style through all the courses offered on this site or will the techniques improve through time. Sorry just trying to map out a path for learning.
Hello Jason. No, not at all, it's not the style you will encounter here. The Press Start course is an introductory/demo course to see what can be easily achieved in Blender, so it deviates from the standard typical rules in topology and 3D mesh modeling. Don't get me wrong, low poly and using lots of ngons and triangles is not bad, it's just a different style. So throughout the site you will encounter courses that teach all sorts of topics, all sorts of approaches, the fundamentals, when to break the rules (like Press Start) when not to break them, principals in modeling, animation, sculpting, etc, etc, etc. You can rest assure these guys in CG Cookie can teach really well and you'll learn a lot.
thank you so much for clearing that up :) its such a vast area i just want to make sure i am on the right tracks, ive only been learning blender a month so long ways to go some of what i done so far
possibly the harshest lesson i learnt always save work haha, i lost this sculpt at this stage so had to make do with my final render
Hey Jason!
The way you model is dependent on what you are trying to achieve.
CGCookie teaches different techniques and approaches to modeling.
For example:
The Press Start course is a hard surface model, and no deformation of the model in an animation is going to occur.
The course also only uses basic shaders and texturing, no UV mapping or more complex texturing.
An organic model, i.e. a character for an animation, would definitely need to be quads. How a characters arm deforms (bends) at the elbow in an animation depends on the mesh and the position of edge loops.
Hard surface modeling, without complex textures are totally fine with N-gons, and even preferred in some cases, such as modeling with Booleans.
It also depends on personal preference, I usually use quad modeling even with hard surface models. Just habit I suppose, but not as a rule, I will use quad's and tri's if it is easier to do so.
I hope this at least gives you an idea of different topology and its uses.
That does indeed thank you for clearing that up. Excellent answer thank you :)
I would say it also varies by which instructor is teaching the course. Like the saying goes 'there's more than one way to crack a nut'. By following the courses and experimenting you'll see what techniques work in which case. You'll also learn what techniques you do and don't like with time.