St. John Peaster has a really clever video quick tip tutorial on stitching geometry together while minimizing the amount of extraneous geometry and edge flows using Blender.
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About the Author
Bart Veldhuizen
I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.
18 Comments
Nice trick to use it TWICE recursively! Of course loops are a mess after that, but it's really useful in places like knuckle area.
Great Tip!
Jeremy Deighan
Nice 6-poles on that hand :P
Thanks for the handy tips! Now please go change your smoke detector's battery.:)
St.?
Good idea though.
Nothing new, but always nice to remind tips anyway.
I recommend to read this for a deeper view on topology
http://blenderartists.org/forum/showthread.php?93651-Poles-and-Loops
Ya, box modelers have been using tricks like this for years. But it's still a good tip to pass along.
It's also why I'm a strong believer in mixed modeling, box, edge, sculpt etc, all have drawbacks and limitations, and usually don't borrow enough from the other methods.
cool i didnt know that. thanks 4 the tip
Nice tip although widely known as some people stated. On a sidenote you might wanna right click instead of left clicking after extruding, that way you ensure any accidental movement is cancelled.
Is it acceptable to create quads that are not flat? I have accidentally created these in the past and I'm sure they didn't render well. I thought if you created a quad that isn't flat, it should be converted to two tris?
Nice trick. Very useful in the example shown. I already encountered the problem of loops running all along the arm, and it is a good way to get rid of them. Thanks for sharing !
@Reaction : Quads that aren't flat look fine when sufsurfaced. In some cases, if the deformation is too important, making triangles in a certain diraction is impossible. It seems to depend on the angles.
Do you really have to left click first, just press E to extrude, then S to scale, it will leave the mesh where it is and be in scale mode without the extra step.
00:35 after ctrl+R, you can use mouse wheel to define number of loops ...
Thanks a lot! This is the extremely powerful tip!!!
I can't see anything...
Is the video not available anymore? Can someone reup it please?
Thanks.
Thanks guys for all the feedback I really appreciate it.
I'm sure it's nothing new to some but it was revolutionary to me and I wished someone had told me about this trick years ago :)
And thanks for the tips! Yeah, sorry for how slow I was working, I've been working with Maya since Blender 2.48 and I'm a bit out of practice.
P.S. It's "St." Because St. John is my real name ;)
The more these things are found around the net the easier they are for n00bs like myself to find. Thanks for taking the time St. John to put together the tutorial!
Hey, you're pretty smart ;)