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# 32 01-01-2010 , 03:07 PM
mastone's Avatar
Maniacal boy king of Babylon
Join Date: Aug 2005
Location: the netherlands
Posts: 1,605
LOL a 202 nsided polygon, give me a break man, it isn't even a discussion.
There is a difference on how Zbrush and mudbox handle geometry however;
I had made a hat from a cylinder for my indiana jones project with of course the triangle ending endcap on top, when I took it in ZBrush it did some funky stuff when adding subdivisions , mudbox was more forgiving but I don't like how Mudbox works so I altered the geometry so that it ended in quads and that worked like a charm.
point is that this was just a small topological error if you will if you are deliberatly putting to much bad topology in your model you will have problems when opening the model in ZBrush it will automattically generate quads and triangles or just triangles and since this will be automatic you will have no conrol over it whatsoever.
You can experience renderproblems (artifacts)

Just humor me and press 3 when you have selected that 202 nsided model or extrude a face a couple of times or bevel the edge, trust me don't rely on nsided polygons, don't avoid them at all cost sometimes you will not see it ( in a fold or crease) , but once it is plain sight or part of a deforming surface your ****ed user added image

Model looks nice thoughuser added image


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