It's a standard - but like everything else in Maya (and in life.) the rules can be bent or broken. Fuze 2.0 - COMPLETE PHASE01 - BUNDLE DISCOUNT. CyberStreet - Urban Environment Creation with Maya, Megascan and Arnold. Nakamoto - Realistic 3D Portrait with Maya, Zbrush, Arnold and Mari. This was years ago and I don't know what he's doing now, but I think that when he works with others, he works in quads. Dynamic Hard Surface Design In Zbrush by Georg Uebler. I took an online course from a very well-known character modeler who believed that n-sided polygons created deformations that matched the irregularity and unpredictability of the human form - but he also did a lot of his own work and had his own pipeline. Many studios have a texturing/rigging pipeline with scripts that prefer quads - but none of these reasons make quads inherently better than anything else. Note: Smooth Mesh Preview affects only the display of the polygon mesh. The mesh can be displayed either un-smoothed, fully smoothed, or in both modes simultaneously. Smooth Mesh Preview Controls how Maya displays a polygon mesh in the scene. Sculpture software like Mudbox or 3D Coat work best with quads. You can view these attributes under the Smooth Mesh section on the polyShape node for the mesh. Many character animators will tell you that quads deform better, or at least more predictably than triangles or n-sided polygons. Create realistic effectsfrom explosions to cloth simulation. Shape 3D objects and scenes with intuitive modeling tools. Bring believable characters to life with engaging animation tools. If you are learning Maya or other 3D software and don't take the time to learn how to use an efficient quad-based workflow, it will be very difficult to pick that up while you're under deadline at a studio. Maya is professional 3D software for creating realistic characters and blockbuster-worthy effects. If you can do quads in all your models, you can always dumb-down your workflow to accept triangles or n-sided polygons. Quads are required by many, many studios for various reasons - and they are harder to do. I'm one of those who insists on quads, but it's not because I think quads are necessarily better or because triangles or n-sided polygons are inherently bad.
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