This stream is part of the June 2018 Class, "Vehicle Modeling with Blender"
When I say "imagine a vehicle" I'll bet a million dollars you're thinking about the exterior. And that's why the exterior is important. It defines everything about a vehicle's visual perception: Style, utility, purpose. This week we're going to build a vehicle exterior based on concepts like building to scale and building from blueprints.
The muddy is not for the edges, the muddiness comes with the curves surfaces
QUESTION: How to handle when a quad is a bit skewed and renderer/engine is triangling it the way I do not want to.
I could manually triangle it how I want, but then I lose the quad and good edge flow.
https://imgur.com/a/stx7csr (flat plane, and one vertex pulled back, exaggerated to show what I mean).
I really need to up my topo game, one of the reasons I am here.
would edge split help panboy?
Omar you need to create holding edges in the right places to solve that
I know what you're saying Omar
oooh ok Omar.
You don't notice it until you sub surf and start lighting, a madcap is useful to see the imperfections
@Eyad I guess sculpting will be the best approach.
When you put the sub surf, all the vertices are so misplace by the ever so smaller units that the smoothing feels with a lot of bumpiness
last episode of the class will be about sculpting vehicle