Uploaded by admin on January 29, 2013 at 12:58 pm
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Hi michael. Not sure if you read my other post further explaining specifically how those ngons were used (check below in comments). Anyways there is no bottom line. When learning 3d we are beaten into modeling all quads as it is the best way to go. But once you understand how and when to use ngons you are only handicapping yourself if you do not. After subdivision its all quads. Saying that you can not use ngons is no different than saying you cant have a 5 edge vert. They are the same.
……. u don’t have Ngons in your topology bottom line. its easy to avoid them. they are unnecessary! and poor practice
I feel I should elaborate as that was a little vague. The ngons you pointed on the forehead would subdivide to create a nice clean (all quad) loop for deformation of a furrow in the brow. You would have poles in place of those ngons, but poles are a necessary part of any model. If change of direction is needed, or extra local density is required then poles are a must. This way you get the desired shape without having to continue needless loops around the model.
A subdivided Ngon becomes a five sided pole. Its ok to have Ngons and tris in a zero level mesh as they will all become quads after one subdivision. You just cant be sloppy with them and you have to understand what they will do after subdivision. When placed correctly Ngons are very useful. Its not just Pixar, look at models from Weta, ILM, or any big studio for that matter and you’ll see them. If you get the time, research Steven Stahlberg topology.
Having the hardware, and processing power capabilities that pixar have available to them im sure they dont have to worry about poly count so much..having an Ngon in an organic characters mesh is considered bad practice and it should certainly not be positioned in the face where there is strong deformations happening… good luck creating blend shapes with N gons… and whats this we shit??
Extremely detailed animation! Impressive
Awesome. Autodesk should hire Pixar.
assitar os meus
3:50 Who in the world’s talking so loud while he’s talking? How rude!
a question and pixar download the file from github but devo do to “install” to work in Maya or me what is the procedure.
THEY SHUD USE THIS FOR VIDEO GAMES IMAGINE PLAYING HALO OR COD WHIT THAT TECNOLOGY
WHAAAAAAAAAAAAAAAAAAAAAAT!? I’ll definitely download this stuff!
Having a 5 sided polygon in such an area causes not to much problematic deformations and is a saving in geometry too. Quads are important in areas with really heavy amount of deformation and it’s not that they’re a rule for all the geometry. We can’t stop to watch every single tri or n-gone like if they was the devil.
Dang! Is this for 3ds Max also?
5 sided polys are more important than creating a full edgeloop because you can smooth it in zbrush with the special smooth and it makes the vert non problematic
so open subdiv’s going to be available in mudbox?
hohoho extreme funny!
oh yeah there’s two of them side by side, shocked! lol
Has this not already been out forever?
Pixar are the best there is no denying that, but did anyone see the five sided poly at 03:59 ?? above the left eye.
New feature im Blender comming soon
the frog is an old model from this 4 part tut by PaganSculptures in youtube.
im seeing software racism again, as you can see in the vid the tech is open to use or development by anyone.
and besides, no one will actually admit they been ripped off by their thousand dollar software, they will defend it with their lives he he
blender is faster and simpler for simple modelling but for anything else, it doesnt really compare with maya
blender doesnt give you as much control as maya or max. i dont know if you’ve used maya before or have you looked at the hypershade or not but you can see clearly that the amount of control you have over everything including rendering, lighting and data export…etc
where as in blender, there’s a lot of stuff that you have to work your way around such as muscle rigging. blender doesnt even have displacement mapping in 2.6
the last time i used blender, blender doesnt even support true displacement maps. you dont buy an entire new pack from autodesk, you get an upgrade. or you get the free student version. subdivision surfaces was in autodesk long before blender.
as much as i like blender but i just hate the fanboys
absolutely not, the changes are slight, its like the idiots that buy a new apple product every year, but autodesk has had subdiv long before blender, this is just pixars take on it.
Have you seen an Iphone presentation, lol?
I’m a blender user, and I say… АХУЕЕЕЕТЬ !!!!
Yep, that is really what Im thinking about this =)
Yeah whatever only 1745$ .With this money I can buy Wacom Cintiq 12WX and buy Zbrush and install Blender.
Upgrade cost much less money.
How the price of the product connected to Hardware subdivs ? (in your head=)
I’m a blender user, and I say. Thanks for Open Sourcing this!
Lets say I go buy 3Ds Max 2012.Next year there will be 3Ds 2013 should I pay 3900$ every year?
My point was that you can make with Blender everything you can make with Maya or 3Ds Max.I am 3D modeler and I am using Blender.Make model in Blender then make the same model in Maya and it will be the same so the question is why pay so much money for Maya or 3Ds Max?
Brave yourself, blender’s users are coming to say funny stuff.
what about 3ds max?