Derek's Polybook

These are renders of my snowman and sci-fi crate from the core mesh modeling course.snowman.png

sci-fi_crate.png

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  • Martin Bergwerf replied

    Excellent results Derek!

  • Omar Domenech replied

    Looking super good indeed 🤙🏼

  • Derek S(dtroit410) replied

    Thank you. I've been trying to learn Blender for so long, but I've made little progress. I'll keep trying!

  • Derek S(dtroit410) replied

    A rendering of my soccer ball from the core mesh modeling course. I added some low-poly assets to the scene. They don't match the ball, but I wanted to add something else to the scene.

    soccer_ball.png

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  • Martin Bergwerf replied

    Not a match, style-wise, nor size-wise, but still really cool!

  • Omar Domenech replied

    It's like a multiverse thing, the low poly entered the high poly world because of Dr. Strange.

  • Derek S(dtroit410) replied

    Here is a render of my hard drive. Just for kicks, I added text to make it like an advertisement. I'm also trying to learn some graphic design applications.

    I couldn't do this on my own. I tried to model it in one piece. The most significant lessons that I've learned here are that non-manifold models are not only all right, but that they are preferrable in certain cases, and that at least in hard-surface modeling, N-gons aren't necessarily bad.

    ard Drive Advert.png

    I ran into a small problem at the end. After adding a cylinder to make the legs, the cylinder's vertices decreased when I tried to rescale it. I'd applied the scale before doing so, and the only modifiers that were added were the "mirror" and "smooth by angle" modifiers. When I duplicated a face from the cylinder to make the feet, I got fewer vertices again, and when I rescaled the bottom of the extruded feet, I got even fewer vertices:

    024-12-25 141431.png

    I'll keep messing around to try to figure out what went wrong, but if anyone has any insight into this, I'd appreciate your advice. Thank you, and Happy Holidays!

  • Martin Bergwerf replied

    Oh, that's strange, Derek...

    Maybe you have Auto Merge Vertices enabled?

    And how are you Mirroring, by the way?

  • Omar Domenech replied

    That is really something almost impossible to happen, so there must be something wrong going on for sure. If it keeps happening, be sure to do a screen grab video so we can see what might be going on.

  • Derek S(dtroit410) replied
    I did have automerge vertices enabled, and disabling that fixed the problem. Thank you for pointing that out. I never would have guessed. I suppose I forgot how small of a scale I was working in.
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  • Derek S(dtroit410) replied

    I spent too much time making this, but I really want to apply everything that I'm learning, so I made some more dishes in addition to the coffee mug. My children found it very amusing.

    coffee_time.png

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  • Derek S(dtroit410) replied

    Here is my CG Cookie cookie. I had to restart it because I made the mistake of connecting vertices with the fill face command and I got my normals every which way. I wasn't able to achieve perfect quad topology, but I kept the tris to three, and I used one of them to furrow the cookie's brow. Anyway, the perfect topology that I see in character models seems very far from my grasp at this point, but I learned a lot and I'll keep working at it.

    cgcookie.png

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  • Martin Bergwerf replied

    It's looking great, Derek!

    Topology is complicated and it's not just a matter of Quads being better than Triangles (or N-Gons). Just a simple example, I'd say, that in most cases,the Triangle in this image is 'better' than the three Quads:

    Topology_00.png

    And often, in flat, non-deforming surfaces, Triangles and N-Gons are totally fine.

  • Derek S(dtroit410) replied

    Thank you. It's just that I know that with better planning, the topology would have been cleaner. I probably defined each shape more finely than I needed to, so then I had to add more loop cuts to keep things aligned and to try to maintain a flow, a flow that I eventually had to break in places. I could have fine-tuned more basic shapes after filling out the topology--as in the tutorial--instead of trying to get the shapes right in the beginning. In drawing, you sketch out a scene using very basic shapes in order to get proportions and perspectives right before moving onto finer details. 3D modeling seems to be similar in that way.

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  • Martin Bergwerf replied

    "...3D modeling seems to be similar in that way."

    Indeed.