akbargherbal Posted March 17, 2015 Share Posted March 17, 2015 Hello everyone. Being not so experienced in 3D modeling, as I have not passed the learning stage.... I always run into tutorials that say that one should model geometry in quads only..... overlapping faces must be avoided at all costs, booleans and probooleans are not the way to model etc. .... Is this relevant to 3d architectural visualization? I see the point where 3D cartoon animations and game design are considered...... but in architectural visualization, the only thing that animates is the camera (most of the time)... more importantly, is this relevant to rendering still images? If there is anyone of the experts in CG architecture, did you run into any problems, of not modeling in quads, using compound objects that produce "dirty geometry", not caring about overlapping faces etc? Thanks a lot. Akbar Link to comment Share on other sites More sharing options...
RyderSK Posted March 17, 2015 Share Posted March 17, 2015 As long as you're the only one working with the scene, and there won't be significant changes down the line later, you keep it dirty if you must. But through time, I've learned that once you sufficiently master up clean modelling, it doesn't take you any longer than 'dirty' modeling, and brings tons of benefits: -easily swapable assets and scenes between studio members without them going crazy trying to correct or do changes on your geometry -always renders correctly, lot of textures (like normal maps) are very sensitive to geometry mistakes, but applies to numerous other occasions like dirt effects, displacement,etc.. -lets you easily add detail (quad-chamfers) Link to comment Share on other sites More sharing options...
Amen Posted March 17, 2015 Share Posted March 17, 2015 You will get a lot of cad drawings. So spline modeling will be a big part of you work. It is not very complicated to do. I wait as long as possible before I put an edit poly on any extruded objects. Usually I get a lot of changes during a project. Then it is easier to exchange some splines. When I know something is finished I go for more detail, rounded corners... I use snap a lot to get the correct alignment of vertices and lines. Then going into a front or side view will make it easy to see if there are any mistakes in your building - plus your wireframe view does not look like pure line chaos. Link to comment Share on other sites More sharing options...
TomasEsperanza Posted March 17, 2015 Share Posted March 17, 2015 Good points here. I agree with both these guy's comments. Keep it clean, it's a practice that pays off. Here's a good book: "3ds Max Design Architectural Visualization: For Intermediate Users" by Brian L. Smith http://www.amazon.co.uk/dp/0240821076 Link to comment Share on other sites More sharing options...
Peter M. Gruhn Posted March 18, 2015 Share Posted March 18, 2015 Dirty always leads to errors somewhere down the line. Either I enjoy my work making it clean and tidy as I go or I spend the same amount of time or more fighting trouble I can't figure out. Clean. I've been doing this for I don't know how long and I'm still in learning mode. Link to comment Share on other sites More sharing options...
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