• Omar Domenech(dostovel)

    The muddy is not for the edges, the muddiness comes with the curves surfaces

  • v
    Vlado Tasner(vlado159)

    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.

  • Char Hunter(Char)

    would edge split help panboy?

  • panboy

    Omar you need to create holding edges in the right places to solve that

  • Jake Korosi(jakeblended)

    I know what you're saying Omar

  • Char Hunter(Char)

    oooh ok Omar.

  • Omar Domenech(dostovel)

    You don't notice it until you sub surf and start lighting, a madcap is useful to see the imperfections

  • t
    Palo Piktor(thepainter)

    @Eyad I guess sculpting will be the best approach.

  • Omar Domenech(dostovel)

    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

  • Jeremy Pouillot(dieedi)

    last episode of the class will be about sculpting vehicle

Get instant access to this Live Stream.

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.

Classes Modeling