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Wings 3D Development Forum Wings 3D Interface & Usage v
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Some topology advice

 
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Some topology advice

Plervertex
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Posts: 15
Threads: 4
Joined: Dec 2013
#4
12-31-2013, 02:25 AM
(12-30-2013, 09:21 PM)micheus Wrote:
(12-30-2013, 04:52 AM)Justanother1 Wrote: If you start with quad-mesh (from Wings3d) and leave the Detail slider at 0, you can model quads in Sculptris! take a look at this .. http://www.zbrushcentral.com/showthread....deo+thread
By comparing the meshes:
[Image: Justanother1-alien_zpsaf601aee.png]
it seems that in this situation (Detail=0) we would get the same result using just Wings3d - using sculpt mode after smooth the model -, since the mesh seems to have been smoothed about twice (by Sculptris). Doesn't seems?

Yeah that is way too many polygons for such a simple mesh. I was more concerned with weather my mesh had noticeable flaws (non quads.) I completed the model and posted the result in the gallery. I had to remove the images from here to post them in the gallery.

I am so new to 3D. I was very surprised and pleased at what I was able to create. I was wondering which types of details I should sculpt, and how to make normal/bump maps. I am currently watching your UV Mapping videos on youtube. If you get a chance to see my model in the gallery, feel free to give me any pointers you can.
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Messages In This Thread
Some topology advice - by Plervertex - 12-24-2013, 02:47 AM
RE: Some topology advice - by Justanother1 - 12-30-2013, 04:52 AM
RE: Some topology advice - by micheus - 12-30-2013, 09:21 PM
RE: Some topology advice - by Plervertex - 12-31-2013, 02:25 AM
RE: Some topology advice - by micheus - 12-31-2013, 03:25 PM
RE: Some topology advice - by VladD - 01-03-2014, 05:49 AM
RE: Some topology advice - by Justanother1 - 01-02-2014, 05:20 AM
RE: Some topology advice - by micheus - 01-03-2014, 01:10 PM

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